Some games here: https://rhill.itch.io
Not necessarily a realistic grass texture gets the idea across.
Not necessarily a realistic grass texture gets the idea across.
That’s in rgb channel so I could add a fourth property if I decide what it should be.
That’s in rgb channel so I could add a fourth property if I decide what it should be.
If you choose these colours more deliberately you could blend two colours further apart for the effect but this is the version a computer can easily figure out.
If you choose these colours more deliberately you could blend two colours further apart for the effect but this is the version a computer can easily figure out.
Also randomized the shapes slightly so they aren’t perfectly circular.
Also randomized the shapes slightly so they aren’t perfectly circular.
I did this before in Unity but Godot has the NODE_POSITION_VIEW which makes it more straightforward.
I did this before in Unity but Godot has the NODE_POSITION_VIEW which makes it more straightforward.
The most colourful parts of the photos showed up in the outer edges where the angle of incidence would be higher.
The most colourful parts of the photos showed up in the outer edges where the angle of incidence would be higher.
Using 16 CGA colours, any material can dither between 256 pairs of colours. It can also specify different dither textures to imply texture of material.
Using 16 CGA colours, any material can dither between 256 pairs of colours. It can also specify different dither textures to imply texture of material.
Might want to layer with the cubemap variant I did before
Might want to layer with the cubemap variant I did before
This reads better when there’s a wall of the same colour behind it.
This reads better when there’s a wall of the same colour behind it.
It renders four cameras and displays that like a cubemap in the peephole shader to get the fisheye look.
At first I tried to get that down to three cameras but that doesn’t actually cover a wide enough angle.
It renders four cameras and displays that like a cubemap in the peephole shader to get the fisheye look.
At first I tried to get that down to three cameras but that doesn’t actually cover a wide enough angle.