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I am reading this amazing explanation 227 days later haha :^). I understand everything except for one part: "I then use this texture mapped onto a flat plane positioned just above the ground (also on a different visibility layer so the top-down camera doesn't see it) and I use a shader to draw the checkerboard effect." I would think if you simply drew the checkerboard onto the flat plane using the flat plane's UVs that it would not line up with the player camera well, right? So do you place a special placeholder holder color there like green screens do and replace it with the dithering on a "post processing" shader on the camera so that the dithering uses the camera's UV? Such a beautiful game and I this creative use of viewports really interests me