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PSX Post Process Shader footage

PSX Post Process Shader

2024 · Game Programming course · Solo Project

Overview

A standalone post-process shader that replicates the look of PlayStation 1-era 3D graphics, built generally enough to drop into any Unity scene. It grew out of work originally done for Dungeons and Danger.

The Problem

The distance fog effect was the hardest part, since it meant working with Unity's depth buffer for the first time. Raw depth values don't map directly to world-space distances, which made the fog depth thresholds trickier to get right than expected.

Implementing the distance fog effect required working with Unity's depth buffer for the first time. The raw depth values don't map directly to world-space distances, which made implementing the fog depth thresholds trickier than expected.

The Solution

Unity's built-in helper functions convert the raw depth buffer values into linear eye depth, producing usable camera-relative distance values that the fog effect can threshold against directly.

Result

A standalone post-process shader with inspector-exposed controls for:

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