I tried to re-create Death Stranding's Terrain Scan effect in Unity via custom full screen shader. This led me on a fascinating journey of discovering new techniques I haven't used before and opened my eyes on how many details get generally overlooked until you try and do them yourself. Join me on this exciting adventure and learn new techniques you can find useful for your games.
Download Shader And Script: https://github.com/GameDevBuddies/Death-Stranding-Terrain-Scan
Shader Graph Screen Position To World Position: https://discussions.unity.com/t/computing-world-position-from-depth/761733
Sobel Outline Article: https://www.vertexfragment.com/ramblings/unity-postprocessing-sobel-outline/
Blending Nodes For Unity: https://docs.unity3d.com/Packages/
[email protected]/manual/Blend-Node.html
Learn How To Create Procedural Lightning:
https://youtu.be/6_WaLlwi8jY
00:00 Intro
00:42 Initial Idea
01:39 Idea Implementation
05:07 Results Overview
06:05 Back To The Drawing Board
06:28 The Sobel Operator
07:48 Scan Lines Overview
09:03 We're Back To Scanning
09:30 Edge Gradient
10:07 Edge Gradient Overview
10:24 Ground Darkening
10:56 Ground Darkening Overview
11:18 Did Somebody Say Scan?
12:36 Dark Circle
13:05 Edge Softening
13:43 Masking First Line
15:06 Analyzing Movement
16:07 Animating Spreading
17:20 Final Overview
Assets used for this video:
Terrain Demo Scene: https://assetstore.unity.com/packages/3d/environments/unity-terrain-urp-demo-scene-213197
Adam Character: https://assetstore.unity.com/packages/3d/characters/adam-character-pack-adam-guard-lu-74842
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