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Tutorial 5

UTAS KIT207 Portfolio
A browser project made in HTML5

In this week's tutorial, I affected the camera animations and visual effects of the scene with Post Processing and Cinemachine. 

Post Processing is a neat rendering technique that gives you great flexibility in changing the visual appearance of your scene through the camera. Firstly,I added a Post Porcessing Layer component onto the scene camera. Then, I added a Post Processing Volume to the player object. This determines when the Post Porcessing Profile attached on the Volume is applied (in this case, globally). The Profile are a list of effect modules and their parameters which you want applied. For the Profile in effect here, I used Vignette to darken the corners, Lens Distortion, Chromatic Aberration for the fraying near the edges, ambient occlusion, and colour grading to give the picture a brighter hue. 

In this picture, a local post processing profile is being applied on top of the profile displayed above. The post process layer triggering the profile is on a gameobject with a trigger box collider covering this part of the terrain. The profile itself contains a Color Grading module with active post-exposure (essentially brightness) set low. 

The Aim parameters on a VC can be used to smooth camera reactions, change the position of the target object on the screen, and more. I used it to make the camera reactions slightly more delayed.

In a zone around the obelisk, I created a trigger that would increase the priority of a dolly camera with track over my transposer virtual camera, which freely followed the player position. Dolly cameras move the camera on a 'track' to follow the player when they are active.

The player is seen here transitioning into the local post processing volume. There is a 'blend' property that gradually applies the transition outside the object's box collider.

And that's all for this week. :)