NokiMo
pucklovesgames
pucklovesgames

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Coloured Shadows (Interior and Rim) FILES

I've tweaked the previous Shader Replacement effect that was used for a jittery Edge Breakup, and used it instead to add colour to the shadows as a post processing effect.

It's pretty much the same setup - using shader replacement to create a render texture mask that is then fed into a saturation material. The mask uses split the shadow interior, shadow rim, and everything else into separate RGB channels so you can have control over the different sections.

Feels like this is just scratching the surface of the types of things you can do with using shader replacement masks. I'm looking forward to playing with it more.

I've not included the colour on NdotL self shadowing in this version, only on direct shadows - I think that would look better with a hard edged toon light setup, but I'll play with it for the next version.

If you have any questions or problems let me know in the comments or on discord. Thanks.

Coloured Shadows (Interior and Rim) FILES

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