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Question by ToeBeanGames · Oct 02, 2017 at 10:25 PM · shadersgraphicsretro

Old school graphics

I'm working on a fan game that's meant to emulate Sega Saturn graphics, and I'm having a little trouble with this. I got the resolution and stuff down but what I'm really having issues with is A) shading, and B) objects fading when out of view. I'm mainly using Sonic R and Sonic Jam as reference as they're closest to what I'm trying to achieve. alt text

alt text

alt text

Can anyone at least help me out with the shaders?

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avatar image jmgek · Oct 02, 2017 at 11:19 PM 0
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You don't need to write your own shader for that, you can use a default transparent material, and just increase the transparency when the camera is x distance away.

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Answer by MacDx · Oct 02, 2017 at 11:38 PM

Remember that the look of games like these mostly come from the hardware limitations from that time. So to replicate this you should try to follow the same guidelines they used.

Here are a few suggestions:

  • Turn off any kind of anti-aliasing

  • Use low resolution textures, 64x64 or 128x128 max maybe?

  • Use 16 bit compression format or lower for textures (or just use 8/16 bit colors when making said textures)

  • To me shading looks like a basic lambert. To imitate this try and use the legacy transparent diffuse shader

  • Note that I said transparent since that will help with the fading of objects you just need to access the material's color through the renderer and tone its alpha value down according to distance from the player.

  • Distant environment objects like the mountains on the image looks like sprites not meshes, and those sprites should follow the same quality guidelines as for texture images.

  • Any mesh objects should be modeled with the lowest triangle count possible.

Edit: Now that I think about it, maybe those mountains are actually a basic skybox

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avatar image ToeBeanGames · Oct 02, 2017 at 11:48 PM 0
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Yeah I already have the game at a low resolution with no antialiasing, low res textures (highest i think is 128x128?) and 16 bit colors. It's mostly the shading I was having issues with. Thanks!

avatar image MacDx ToeBeanGames · Oct 02, 2017 at 11:55 PM 0
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Shading is a very ample term. What exactly do you mean by shading? $$anonymous$$esh shadowing? Shadow projection? Ambient lighting?

avatar image Cherno ToeBeanGames · Oct 03, 2017 at 12:27 AM 1
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Sonic's look could be emulated with vertex colors, I think.

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