Posted August 15, 2022 by xepries
With the help of a tutorial (linked below) by Brakeys, a scene was created of a monkey head lit up by 2 glowing planes. The lighting in this scene was baked in using Unity's progressive Lightmapper.
Monkey in room with lights
Another shader was made with Shadergraph with another tutorial by Brakeys, this shader is a dissolve effect.
Dissolving monkey face
A water shader was also created.
Beautiful water
The scenes lighting was updated with some point lights around the public toilet and a glowing effect coming from the lighthouse. A fog effect was also added using the Unity lighting fog setting.
Updated lighting
The lighthouse also has a rotating spotlight that shines out over the scene.
Lighthouse shining
A custom Shadergraph was created and applied to the lighthouse
Some sort of blob stuff moving around
Cinemachine was installed from the asset manager and used to create a camera that switches positions when the player enters a trigger collider.
Camera changing from third person tourist to a dolly lighthouse camera when tourist enters the lighthouses private property
Some post processing effects were added using the post processing stack v2 downloaded from the asset manager.
A post processing volume was set up with a box collider to trigger the post processing effects when the player enters a certain zone.
Tourists vision become distorted as the public toilets noxious fumes overcome him
Bloom was also added to make lights in the scene appear to glow
Something I would like to do with the bloom is to have its intensity cycle from low to high to make the glowing effect cooler.
References
Monkey in room:
Dissolving monkey face:
Water: