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Lethal Company has some very compelling visuals, but how much of it did the developer make themselves? And how does it all come together?
Topics covered: Frame capturing, fixed resolution rendering, edge detection, posterization, depth of field, bloom
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References:
https://github.com/Unity-Technologies/Graphics/blob/ce1905322722287c1420a6d85de14158c1648a84/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/UberPost.compute
This series is largely inspired by Muhammad's "Behind The Pretty Frames" series of articles which you can read here: https://mamoniem.com/category/behind-the-pretty-frames/
Music:
Afternoon Break - Persona 3 OST
In A Moment's Time - Skullgirls OST
Junes Theme - Persona 4 OST
During The Test - Persona 3 OST
A New Frontier - VA-11 Hall-A OST
Those Who Dwell In The Shadows - VA-11 Hall-A OST
Every Day Is Night - VA-11 Hall-A OST
Your Love Is A Drug - VA-11 Hall-A OST
Underground Club - VA-11 Hall-A OST
Just Like This - Persona 3 OST
Like A Dream Come True - Persona 4 OST
Climactic Return - Danganronpa 2 OST
Thanks for watching!
This video is dedicated to my friend, Alotryx.
#acerola #gamedev #unity3d #graphics #shaders #lethalcompany