Graphics

More interesting shadows

Color grading postprocess

 

lords_002

gdgsdf gsdfg sdfgdsf gsdfg sddfg dsfgs sdfgdsfg dsfg sdfg fdsg sdfg dsfgsdfg gfdsg gfdfg dfg dfg  dfgdf fg dfgd fg df fglkdfgldfgdf gdgsdf gsdfg sdfgdsf gsdfg sddfg dsfgs sdfgdsfg dsfg sdfg fdsg sdfg dsfgsdfg gfdsg gfdfg dfg dfg dfgdf fg dfgd fg df fglkdfgldfgdf gdgsdf gsdfg sdfgdsf gsdfg sddfg dsfgs sdfgdsfg dsfg sdfg fdsg sdfg dsfgsdfg gfdsg gfdfg dfg dfg dfgdf fg dfgd fg df fglkdfgldfgdf

dfgl flgkdf;kg;dflkgd;flgk d dfg dfgdfgdfg dsfg dsfgsdfg dfgdsgdsdfgdfgdgd gdgsdf gsdfg sdfgdsf gsdfg sddfg dsfgs sdfgdsfg dsfg sdfg fdsg sdfg dsfgsdfg gfdsg gfdfg dfg dfg dfgdf fg dfgd fg df fglkdfgldfgdf:

for (SceneActor* actor: actors)
    {
        AMesh* mesh = dynamic_cast<AMesh*>(actor);
        if (!mesh)
            continue;

        for (size_t i = 0; i < mesh->meshComponents.size(); i++)
        {
            AMeshComponent* component = mesh->meshComponents[i];
            if (strstr(component->mesh->GetMaterial(i)->url.c_str(), "crystal") != 0)
            {
                RenderMaterialParams* params = component->GetRenderMaterialParams();
                LinearColor color = gameLevel->params->GetColor(desc.color);
                //color.w = active ? gameLevel->params->crystalGlowIntensity * (stateTime / activationTime) : 0;
                color.w = gameLevel->params->crystalGlowIntensity * anim.GetNormalizedTimeClamped(0);
                params->SetVec4ByName("DiffuseColor", color);
            }
        }
    }