The game has currently only few custom shaders. I'm planning to add more.
I've been struggling with masks for quite a while now, and want to do image masking using programmatic shapes. But it might be more effort than it's worth.
I had previously made some image processing effects with Filter Forge so it's not the first time I'm meeting such graph editors.
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If I remember right, I couldn't get the "lighten" effect to apply any arbitrary background, that's why in the above image there's first the background image of cardboard, then the image with slightly downscaled cardboard texture.
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I want to use differently tiled patterns too. Simplest way to have a repeating pattern is by just using the tiling mode for the Unity sprite (above). But this will allow only grid-layout for the pattern, and I'd like some staggered rows or such. It seems to me it would be easier to do using a shader than by instantiating multiple copies of a sprite.
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I also made a hue-rotate shader, which was fun:
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Other plans:
- Glitter /star effect combined with the highlight cutoff shader - like the TikTok(?) filter which makes the lightest parts sparkle
- Shuffle effect, like in the good old Filter Forge:
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- Repeating/tiling pattern with kaleidoscope
- Slowly distorting organic blobs
- Star brightness twinkle effect for the star elements that I already have