Skip to content

Handle inserts #281

@freezy

Description

@freezy

@Pandelii's comments on the subject:

In HDRP, making the playfield translucent and placing lights behind it works well for most inserts and I intend on making URP support it as well, however I can see three other approaches to making inserts, two of which would rely on ramping the emissive value. One of those is a high performance option, the type of thing you'd use in VR for example. There are a few other use cases for material parameter control such as emulating the UV reactive playfield from Stranger Things, controlling picture type flipbooks like you see in WoZ etc.

In VPE you have the option to use translucency in the shader (not transparency). In that mode you can have a single solid playfield, with a translucency mask that sets the overall thickness of the insert. This allows light to come through when the light is placed under the table behind it. All of the videos and screenshots I've posted were quick conversions of existing tables using this approach.

For me main question is whether we need to create extra geometry for inserts, since in VPE they are usually lights with a cut-out light:

So we could extrude those shapes into 3D objects. Then the next question is whether we need to cut that block out of the playfield.

I'll let you guys comment!

Metadata

Metadata

Assignees

No one assigned

    Labels

    geometryRelated to mesh generationrenderingConcerns the HDRP or the URP

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions