The technique has been used heavily in many fields to remove a background from the subject of a photo or video – particularly the newscasting, motion picture and videogame industries. I've been trying to find an answer for this for a week.Ĭhroma key effect used for removing colors but you can change colors Instead of removing them.Ĭhroma key compositing, or chroma keying, is a visual effects / post-production technique for compositing (layering) two images or video streams together based on color hues (chroma range). I could just write a script that does this and generates a new spritesheet with the swapped colors, but managing one spritesheet per character variation (we aim to have 10 variations per character) is really problematic for our workflow. The goal here is to do this on a shader in real time. swap every single reddish color within a tolerance range with a newly defined color). Since color indexing is not really an option (unless I want to create a really big color index texture with a gazillion colors) I was wondering if there was a way to create a shader that, given a set of "base colors" and an equivalent color palette, swaps every "similar color" of the character with the color from the new palette (i.e. We use around 10-15 base colors for our characters but each character has tons of different shades and saturation variants to their base color on every frame (again, the art is brush-painted like). The big problem is that since every single sprite is hand-drawn and hand-painted with different brushes there are no "traditional" color palettes defined for our base sprites. I´m trying to build a tool inside Unity that allows our artists to create different color palettes for our characters.
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