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- Fog:
- One of many potential ways to make the gimmick more aesthetically complete (rather than just a sudden shift with no explanation) would be to add a projection map overlay such as a vignette, that only appears when close to the portal
- one way of making the vignette only appear when close to the portal would be: to have it be the only material in the track affected by fog (this means you are using a skybox that always draws regardless of Z in XLU pass for the projection map overlay, as opposed to adding it as another layer on many other materials)
- then set up blend settings and fog colours such that the fog usually causes the overlay to become invisible (for example, fog makes it black, and it uses additive blending)
- then use a BFG area with a transition time near the portal that pushes the fog away or changes its colour.
- Mipmaps:
- A better solution might be to use a stencil alpha texture on the portal that is opaque in far mipmaps but can fade into holes up close; this is more of a gameplay visibility one than a worldbuilding cohesion one like what I thought of.
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