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Question by owntheweb · Nov 13, 2017 at 12:46 AM · shadershadersdepthpuzzleperspective

How do I apply a darken shader to a GameObject (contains a few renderers)?

Hello gurus, I'm drafting up a classic mahjong game (my first Unity game!) with a different spin and am having troubles showing depth with a non-orthographic camera. One idea is to give tiles further back a "fog" effect, a shader that applies more semi-transparent black the further back you see.

I didn't choose an actual fog effect as I would like to eventually show other 3D objects behind the puzzle and make highlighted tiles shine greatly, even if in the back.

Here's where I'm at so far:

An orthographic view (not ideal for my use case as I'd love to make use of perspective in the scene (and I'm aching to try out VR features!):

alt text

A perspective view (depth much more troublesome, shadows a good start):

alt text

Do you have thoughts on the best way to proceed? I feel I'm making good progress on aesthetics so far, but still have some distance to go. Thanks in advance for helping me advance as I learn.

UPDATE: I may be able to alter the albedo of the materials with a lerp/color multiplier. Let's see...

perspective.jpg (181.3 kB)
ortho.jpg (202.4 kB)
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Answer by owntheweb · Nov 13, 2017 at 01:10 PM

alt text

I think I have it figured out. I'm applying multipliers to Color and _EmissionColor for all included shaders individually based on a depth multiplier (still working that part out, but progress!)


depth.jpg (155.5 kB)
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