BotW shader study

Discussion in 'Switch - Games & Content' started by cal64, Mar 27, 2017.

  1. cal64
    OP

    cal64 Member

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    Oct 31, 2016
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    Hello! I've been trying to figure out how the ground coloring part of the Thunder Helm (seen during the Vah Naboris pursuit part) effect was pulled off.
    I've got a bunch of theories, but nothing too concrete, so I figured I'd ask for some help!

    Any OpenGL wizards willing to help on This one?

    Thanks for reading!
     
  2. cal64
    OP

    cal64 Member

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    Oct 31, 2016
    Belgium
    Alright, figured I'd elaborate a bit. Here's what I've thought of so far:

    -The effect is done in post-processing using a get-world-coorinates-from-depth-buffer trick
    -It may also be done using a method similar to the one used for volume shadows, with extra steps to "cut out" characters from the stencil buffer

    Here's the problem, however:
    The effect seems to get more and more pixelated as it goes further along in depth.
    I still thought of a bunch of ways to make the above-mentionned methods work with this constraint, but at this point I figured I'd just ask for advice.
     
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