Moonwire Media

@moonwiremedia.bsky.social

A small independent group with an ethos of making unique and compelling games that have the ability to leave a lasting impact on the player. 🦇 Developing BloodDrive, beat-em up RPG combining MOTHER and Yakuza 🌙 Discord: discord.gg/bEWf7aXhHp

I'm really proud of the state LunarFramework is in, a massive framework that adds proper multiplayer, actor/remote system, gamemode system, Half-Life 2 styled versions of these components, and other goodies into Godot! It's being used by all our games now! :D

Bild

i've been up to some more tf2-style shader shenanigans valves papers at the time mentioned using a view dependent term for the lightwarp texture too (Barla06), as well as hue-shifting the lightwarp based on the albedo. i made a 3d lightwarp texture that does both of these and holy moly #godot #tf2

Text from image:
"""
Barla, 2006
• Barla has extended this technique by using a 2D texture lookup to
incorporate view-dependent and level-of-detail effects.

• Fresnel-like creates a hard “virtual backlight” which is essentially a
rim-lighting term, though this term is not designed to correspond to
any particular lighting environment.
"""

There are two 2D Lookup textures shown too, with the X axis corresponding to the "N.L" (dot product of the Normal and the Light vectors), and the Y axis corresponding to "|N.V|^r" (Dot product of the Normal and the View vectors, clamped to positive, and with an exponent for control)Text from image:
"""
7 Future Work
In future projects that call for illustrative rendering, we would like
to further extend the model described above. For example, we have
already experimented with extending our modification of the tradi-
tional Lambertian term to increase saturation of the particular hue
of the albedo texture. To do this, we compute the hue of the albedo
using shader operations and use the hue as the second coordinate
into a 2D map which is an extension to the 1D map shown in Fig-
ure 7, where hue varies along the new axis. In practice, even a
tightly optimized RGB-to-Hue conversion routine compiles to more
than twenty pixel shader cycles, and we weren’t willing to bear this
expense on Team Fortress 2 era hardware. In the future, we would
like to be able to include this kind of extension to our diffuse model.
"""a series of slices of a 3d texture, incorporating both of the previous images details. the X and Y axis mimicking whats described in Barla06, and the Z axis now using the hue to drive it. The slices along the Z axis contains the same lightwarp but with hue and saturation changes.Bild