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Civilization vi tutorial
Civilization vi tutorial






civilization vi tutorial

The effects that are currently on here are quite simple. We are using Unity’s post-processing package here. If you select the main camera, you can see the post-processing volume and layer. Two things that I want to highlight here are the post-processing setup on the camera and the material setup. Start by opening “Assets/SampleScene.unity”.Īs you can see, there isn’t a lot of stuff here, only a simple hex grid, the directional light and the camera. In the next chapter we’ll quickly go through the important parts of the setup, especially the compute shader dispatcher C# script.

#Civilization vi tutorial download

If you haven’t already, you can clone or download it from GitHub. We can use our perlin noise texture for this as well.Īs usual, there is a template project for this tutorial with a lot of the setup already done. You can see this on the ocean tiles in the south (those without the shore waves on it). Second, we have some slight noise on the effect to break up the monotony on large, empty tiles. You can also see that it doesn’t have a constant thickness, indicating that it is also based on the previously mentioned perlin noise. The first one is a gradient at the edge of the area, you can clearly see it on the ocean tiles. Lastly, we have two more things that make up the effect of the fog of war. In our project we will rely only on those textures, as creating an image effect like this in addition to the rest of the shaders would be way too much for a single tutorial. In addition to that, there are some hand drawn textures for the terrain, like the grass that is especially visible on empty tiles. The dynamic objects are obviously not visible, as this would defeat the purpose of a fog of war. The effect here appears to be an image effect over the static meshes (buildings, vegetation, …) in the scene (edge outline and some shadow-like visuals). Let’s focus on the visuals of the hidden area next. Typical textures based on it are terrain height maps and dissolve effects. Perlin noise is a type of noise used for modelling organic shapes.








Civilization vi tutorial