WhiteIn

Team

Lisa Kaldich, Paul Pernsteiner, Simon DittrichSteven 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