Unity Game Development

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Presentation transcript:

Unity Game Development Advanced Visuals

Class overview Class 10 Revision Skybox Fog Render Target Texture Shaders Post-Processing Light Probes Creating a Portal Creating a Dialog Window

Revision CustomEditor MenuItem EditorWindow Spawning Objects Display Selected Objects Advanced: RayCast Spawning Advanced: Cube Spawning Objects

Skybox Setup a custom Skybox Window > Rendering > Lighting Settings Create and set Skybox Material using a Cubemap

Fog Add fog to your scene Window > Rendering > Lighting Settings

Render Target Texture Render Target is a feature of modern graphics processing units (GPUs) that allows a 3D scene to be rendered to an intermediate memory buffer, or Render Target Texture (RTT), instead of the frame buffer or back buffer. RTT can be used to display 3D elements in UI RTT can also be used as a gameplay element e.g. Portal, Five Nights at Freddy’s

Shaders Create a Custom Shader Create -> Shaders -> Unlit Shader Inspect existing code & add functionality

Post-Processing postprocessing = processing after other processes have been completed. Download & Import Post Processing Stack developed by Unity. Experiment with settings.

Light Probes Light Probes have two main uses: The primary use of light probes is to provide high quality lighting (including indirect bounced light) on moving objects in your scene. The secondary use of light probes is to provide the lighting information for static scenery when that scenery is using Unity's LOD system.

Creating a Portal Portal uses: Render Texture Target Camera to render RTT Shader for Distort Effect Custom Skybox Player distance for Camera Movement Main Camera rotation TriggerBox for Teleportation

Creating a Dialog Window Dialog Window uses: Render Target Texture Camera to render RTT DialogManager Singleton UI Canvas System Raw Texture using RTT

Q&A Do you have any questions related to the topics mentioned?