Post Processing Update


Hi!

This is my first devlog since joining Chase on Whalefall! I have a visual effects update.

While working on Whalefall’s art direction, we’ve been leaning into a PSX-inspired style, while also pulling visual cues from Alien and Severance, especially their sterile environments. This quick FX update does not have any game assets, it's just to show off post processing with placeholder assets.

I’ve recreated the PSX-style vertex jitter but used lit shaders (I don’t know how to bake lighting or do vertex lighting… maybe that’ll come in a future update). I’ve also been working on volumetric fog that’s camera post processing, but confined to a post processing volume, meaning each area can have different lighting and fog levels. For now, you’ll just see a basic hue shift demo and vertex jitter with dithered alpha clipping. Ignore the blood particle effects (the blobs falling in the gifs), it is a work in progress. Also, I'm currently working on some sort of interlacing effect, though I'm not sure if we'll need it.

However, I’ve got an annoying bug: when I inject the fog effect after post-processing, the fake “sun” light turns into a strobe light from hell when the camera looks at it. However, if it's rendered before post processing there are no issues, except the game looks awful. The glitch is not in the gifs... but if anyone knows how to fix this, please let me know!

Until next time, 

Mia

Comments

Log in with itch.io to leave a comment.

This looks really good! I especially like the smoky texturing on the fog. Nothing immediately comes to mind for the sun thing, but I’ll be turning it over.

I think the texture flashing may be caused by gaps in between the smoke texture repeating itself! Need to test the effect more...

update: the issue has been fixed! the variable for light scattering was set to 1.0 when it needed to be 0.99f - no more light flashing!

Bravo! That’s super cool.