Hey
In my game I want a scene transition where the player (in third person) walks towards a door that is open and inside there’s a bright light. The further you approach the brighter the light becomes until it fills up the whole screen. We are inside a house going into a forest (a fake forest). Once the whole screen is white from brightness. we would load a new scene with a real forest and then fade the camera back to normal brightness.
I’m open to any suggestion, but I would like this to look like a volumetric light where the player character is reacting to the light, lifting his hand up to shield his eyes with the light shafts reacting to this movement. Not really a 2d plane on top of the screen or just a camera fade to white effect.
One way would be to have the forest scene have bloom that would be stronger the further the character approaches but is it possible to manipulate bloom in a section of the level without it affecting the room we’re in?
Another would be to manipulate a camera dirt layer but that is just 2d effect on top of the scene so that would be a last ditch attempt.
Any ideas how we can achieve this?
Somethings that are relevant to this is:
the camera is third person but static mounted on a wall with the character walking around without controlling it, so we’re always seeing the whole room.
There is a directional light outside the apartment that illuminates the room and as such I can’t use a directional light to activate light shafts in the forest outside.
The forest outside is a cubemap “skybox” pretending to be the real forest before we swap levels.