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(+1)

The brace timing is pretty mean, definietly needs better communicating. And yes, we are shamelessly imitating Lethal Company's look :)

The game renders to a 860 x 520 point-filtered Render Texture and we add a custom render feature added in at the very front of post processing.

Its job is to do 2 things: First to read the depth map so it can sample it 8 times for a sobel outline (cheap-ish at this resolution & in webGl) And secondly

to apply a posterization effect with 32 bands, mixed 50% with the original colour so its not TOO crunchy. The HLSL shader for that render feature looks like this: (parameters are passed in through shadergraph as a custom function)

https://pastebin.com/HrGHxSCC

Unlike LC we render our UI with a secondary perspective camera using meshes instead of sprites, allowing for wobble and movement which gives nice depth. Its also rendered to a Render Texture and blended additively ontop of the game.

Videos I watched prior to the jam helped a bunch!

(The Strange Graphics Of Lethal Company)

(Introduction to the Render Graph in Unity 6)

(+2)

Thank u so much for the detailed response!
I may be shameless imitating ya'll shamelessly imitating Lethal Company soon haha 😂
The secondary perspective is clever, I'll be taking that to the lab and tinkering with colors, likely getting TOO CRUNCHY with it until I can reign myself in.