New highlighting shader

This quick update may look simple, but it was so satisfying to finally implement it right, it had to be posted.

Instead of that ugly glitchy polygon offset from a duplicated mesh, and more like a cell shaded effect, we’re now finally using a proper shader to neatly highlight objects, even through walls. It’ll look even prettier with AA and a little bloom.

Also, the old way would make it way harder to animate highlighted objects.

 

Before: “cell shading”, broken outlines, glitches, occluded.

highlight-before

After: clean, neat, not occluded by other objects.

highlight-after

Comments ( 7 )

  • DieKatzchen
    I hang on your every update. I can't wait to play! How much more work until it's in a beta state, do you think?
    • EmuVR
      Thanks! We aim to have this done before releasing our first beta: consoles/cartridges/CDs manipulation (working on this now), roms detection for carts/CDs generation with labels, and the first modeled bedroom.
      • DieKatzchen
        Sweet! Would it be possible to model our own bedrooms? eg, it can take the size of my room from the Chaperon system to spawn a plain white room, then I can spawn furniture and such to decorate?
        • EmuVR
          That's what we're aiming for! But we'll have to launch with a fixed room first, then iterate to implement editable rooms in the next versions, so we don't launch this in 2020. :)
          • DieKatzchen
            Seems reasonable. I don't know why I'm so impatient, I don't even have a headset yet.
            • EmuVR
              Well, you'll also be able to play on the monitor, without owning any headset. :D
    • Douglas Plumley
      Same here, I've been regularly checking in for updates. Such a cool project!

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