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2D Background depth feeling

Started by September 07, 2019 01:32 AM
3 comments, last by Kryzon 5 years, 3 months ago

Hello, im trying to learn new techniques to implement in my Unity3D projects and i have been looking for a particular answer about the way Hollow Knight's creators made to give background sprites that feeling of depth. I was thinking about just blurring them out in ps but someone suggested me increasing saturation, white degrading and changing opacity. Im unsure what is exactly the way to recreate this and i would like to know aswell if there is a tool in Unity3D that can make this automatically. Thank you so much I will leave a image showing what i mean exactly.

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The keyword you're looking for is "aerial/atmospheric perspective": https://en.wikipedia.org/wiki/Aerial_perspective

But in your case it also seems to be combined with a simple blurring of the background layers based on an artistically-chosen distance, in order to emulate the Depth-of-Field effect.

You use shaders for both of these.

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11 minutes ago, Kryzon said:

The keyword you're looking for is "aerial/atmospheric perspective": https://en.wikipedia.org/wiki/Aerial_perspective

But in your case it also seems to be combined with a simple blurring of the background layers based on an artistically-chosen distance, in order to emulate the Depth-of-Field effect.

You use shaders for both of these.

Is there any place i can find a tutorial or an example of the shader nodes used to recreate this atmospheric perspective

Things I forgot to add:

- The blur effect is not post-processed, it should be done in the shader that renders the background sprites. But you only need this real-time dynamic blur effect if you want to have animated things going on in the background layers -- if it's just static background graphics then you can blur them on Photoshop and import the graphics already blurred, it's one less thing to worry about.

- If you have no idea how to program shaders (either using nodes or direct code) then you should start slow and learn things in steps. Don't try to create your dream project as your first task, learn how to pace yourself so you have tiny successes rather than one big failure.

You can learn more about Unity's shader node graph in here: https://docs.unity3d.com/Packages/com.unity.shadergraph@6.9/manual/Getting-Started.html 

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