WhiteIn
Team
Lisa Kaldich, Paul Pernsteiner, Simon Dittrich, Steven Herrmann
Year
2020
Course
Modern Shader Development, Audio in Games (not for me)
Engine
Unity, HLSL
My focus
Configurable Sound Reactive Ground Shader
The Game
WhiteIn is designed as a fast paced anti-gravity racer, where the ship sticks to the randomly generated path of the track. Checkpoints increase the remaining time, while obstacles have to be shot down before collision or the impact reduced by a previosly collected shield.
The project was a combination of the Shader Course and Audio in Games for some team members (not for me), which helped them to focus on more aspects of polishing a single game instead of pushing progress in the remaining time frame. Since the major part of the semester was dedicated to learning and applying new course-relevant topics.
The Ground Shader
Throughout the course, we learned to write different aspects of HLSL shaders for Unity materials. With a final project where every team member is responsible for at least one visual feature written in code instead of the at that time barely usable Shader Graph.
Apart from base color, peak color and multiple random strength multiplies, different thresholds, limits and scaling factors can be changed with sliders in Unity. A single texture with different channels for triangle variants (in this case) allows widely different possible looks depending on intent.
The fourier transform happens on the cpu and only the selected band volumes are forwarded to the shader for visualization.
Video of Ground Shader
Track: Two Feet – Quick Musical Doodles and Sex
https://www.youtube.com/watch?v=c7IFocqf8bA
Video of the first Level
Track: Netrum & Halvorsen – Shivers [NCS Release]
Music provided by NoCopyrightSounds.
Watch more NCS on YouTube: https://NCS.lnk.to/YouTubeAT
Free Download / Stream: http://ncs.io/Shivers