We originaly wanted to have a shop phase, where you could buy new projectiles and modifier items, in a very rouge-like fashion. We implemented the systems for it but didn't have time to finish the shop sadly
MoonOfJupiter
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The 3d graphics consist of a cell shader (which is sadly broken in the web version for some reason) and edge highlights. The edge highlights are implemented in a similar way to ambient occlusion, in that it looks at the distance between the current screen pixel and it's neighbors. If the pixel is closer to the camera than it's neighbors, it's on an edge and is colored one way, but if it's further away it's in a crevasse, colored darker. This effect also serves as an outline, if objects are further in front or behind each-other. It's implemented almost entirely using the unity shader graph, which was a bit of a pain, but it's from an old project. The crt screen effect is a simple screen shader using a sine wave sampled from the screen y position and some unity graphics volume stuff for bloom and screen warping.





