Searching for ways to implement light coronas (halos) that would naturally scale based on the degree of occlusion without requiring post-processing.
This approach uses a ShapeCast with a sphere and compares the angle to collision point with the angle to target to determien the occlusion amount. This is not perfect, because:
1. The occlusion requires physics collision shapes
2. The measuered occlusion depends on the surface angles and needs clipping to not produce leaking.
I want to test another approach using regular raycasts done on rendered shapes, not depending on collision.
For best look, the corona should offset to the center of the unoccluded part, but currently it's fixed in position.
---
Liblast is an open-source multiplayer FPS game created with Godot 4 game engine and a completely open-source toolset.
Get the game here: code.libla.st
Want to help? Get in touch: chat.unfa.xyz/...
We're always looking for contributors!
12 сен 2024