Created eye decal vfx on the walls. The eyes are spawned in by invisible plane meshes colliding and creating a collision event. This collision event spawns in the eye decal.
This was inspired by the Place Particles on Depth Buffer GPU, but this node did not have the functionality to copy the normal vector of the object it spawned on for the sprite orientation. The eye decal solved this issue.
I also added in logic to initiate and intensify the insanity effect based on distance to the old man.
I also exposed the controls to the insanity intensity and the Spiderverse shader in a Material Parameter Collection. I could not figure out how to add the controls to the post process volume itself, but this solution also combines the two into one place. Before, the two parameters were in different post process volumes.
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