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[=wizzkidsan;24117]
Ah is going to be an mobile game, and from what i read on the documentation most of those option i turn off. is what i have working in the post process volume is:

under Color Scene only these are on:
Vignette intensity = .9

Under Boom:
Boom intensity = 1

Under Auto Exposure:

Min Brightness = 0.2
Brightness = 0.2

Under Misc
AA Method = Temporal AA

And all other post process effect is turn off.

As for the the masking, i have no idea how to do that, i still learning stuff.

I guess I’ll need a texture to mask it with or can i use a constant 3 vector? And would it override my tint ( i using material instancing)?
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Ah my mistake then, I did not realize was for mobile. When it comes to masking, you will need an additional texture. (Typically a mask in R,G, and B channels for optimization). The masking isn’t going to affect your color unless you want it to, what you’d want is to use it to differentiate between the multiple surfaces types in your texture. You can still use material instancing with masks.

These tutorials should get you started on masking in general.Masking part 1 Masking part 2

There should be a SceneColor checkbox in the same tab as Vignette if I recall correctly. You have to hit the down arrow, it’s hidden.