SCRIPTING THE CURVED WORLD SHADER + MORE 3D ASSETS

Words
457
Reading
3 min
Listen
Play
5y

boy_scene_banner.png

In the previous episode I talked about defining the art-style by making the platform a bit curved, there were also camera issues with the clipping distance that I needed to adjust.

My first attempt with creating the shader was met with some difficulty, majorly because, when I was modeling the environment with the pro-builder tool, probuilder automatically assigns it's own shader and materials to the object.

So when I tried to edit the shader script with some vertex curving variable, I noticed an error in the console.

st_7l.jpg

The probuilder files were locked and uneditable, so I had to create my own material shader script with some elements copied from probuilder shader files and added the curvature script to it.

At the end, I was able to create an adjustable curvature variable that could be edited from the unity dashboard.

st_1.jpg

In the previous version, the horizon and distant objects were very straight and looked too linear, also the camera clipping distance was very glitchy.

st_1ab.jpg

After applying the curvature shader and adjusting the camera clipping settings, the art style and general game feel started to look much better.

st_1bb.jpg

Although, I had to reapply all the materials all over again to the 3d objects and pair it with the shader, it was kinda hectic but worth it in the end.

curved_world_giffer.gif

Now, looking at the whole scene from afar, the slight curvature of the platform is very noticeable.

3D ASSET BUILDING

So the next natural step was to start modelling the rest of the street paths, I modeled 2 more street tiles, the first street tile was a building with a kiosk shop infront of it.

st_6b.jpg

Opposite this street tile, I decided to model a fenced gate with some low poly trees in front of it.

st_6e.jpg

Now, for the second street tile, I decided to create a barbed wired fence and I added a refuse bin beside the walls as a filler.

st_6i.jpg

I also had to go back to photoshop and adjust the sky box gradient horizon, because the curved platform had shifted the view a bit, so I remade the sky box and updated it.

st_7.jpg

Now I have 5 street tiles, 5 more to go and I'm done with this level design.

street_tiles_5.gif

A walk down the street now looks like this on a portrait mobile device.

WHAT NEXT?

I want to complete the street tiles designs, I've got 5 more to go, then I should start working on the obstacle paths, I still want to work on the distant object's shader, Previously I talked about making the distant object fade in the background before coming into view, I think that would look very dope.

That is all for now, see y'all next time I come up with something creative :-)

SCRIPTING THE CURVED WORLD SHADER + MORE 3D ASSETS | Ecency