Automap (indoor & dungeon) implementation

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Re: Automap (indoor & dungeon) implementation

Post by Interkarma » Tue Jul 28, 2020 10:23 pm

This looks incredible! Without looking at the PR yet, I honestly have no idea how you've accomplished this so cleanly. :shock:

I'm guessing you clip the water plane pixels in some way (maybe a depth check) to get those perfect filling shapes. It looks great whatever you've done. Look forward to reviewing and finding out how you did it. :)

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Re: Automap (indoor & dungeon) implementation

Post by pango » Tue Jul 28, 2020 11:27 pm

Yup, checking the height against water level in the fragment shader, and if it's below I mix in some blue in the albedo, nothing more.
The hardest part is that each dungeon block can have a different water height, so I used a property block to inject the water height in each renderer, without creating new materials: ... rtyblocks/
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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