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# KeyholeOverlayPostProcessing-UnityURP
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![image_021_0001](https://github.com/user-attachments/assets/55c8f6d5-275e-4414-ad52-121ee1e30f55)
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# Keyhole Overlay Post Processing
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![Unity Version](https://img.shields.io/badge/Unity-6000.0.27%27LTS%2B-blueviolet?logo=unity)
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![Unity Pipeline Support (Built-In)](https://img.shields.io/badge/BiRP_❌-darkgreen?logo=unity)
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![Unity Pipeline Support (URP)](https://img.shields.io/badge/URP_✔️-blue?logo=unity)
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![Unity Pipeline Support (HDRP)](https://img.shields.io/badge/HDRP_❌-darkred?logo=unity)
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A simple keyhole overlay effect, inspired by Dishonored's Peeping keyhole mechanic. It was created for Unity URP (6000.0.27f1) and for Serious Point Games as part of my studies in shader development.
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It could theoretically run on Unity 2022 since its using the same code I used for the effects's render feature and pass within Unity 2022, but it is untested.
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The effect was built on top of the transition post processing code I have, You can refer to it at [Github Repo Link](https://github.com/Josephy5/Transition-Post-Processing)
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## Features
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- Create keyhole overlays with a slight blur to the keyhole edges
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- Can use custom keyhole textures to have unique keyhole overlays
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- Can fade the keyhole overlay in or out
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- Can adjust its cutout values to determine how much is cut out or be used as a transition
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## Example[s]
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![image_021_0001](https://github.com/user-attachments/assets/e668f339-713c-4455-a8d0-a22f7eef8b66)
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The Keyhole Overlay effect
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## Installation
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1. Clone repo or download the folder and load it into an unity project.
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2. Ensure that under the project settings > graphics > Render Graph, you enable Compatibility Mode on (meaning you have Render Graph Disabled).
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3. Add the render feature of the effect to the Universal Renderer Data you are using.
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4. Create a volume game object and load the effect's volume component in the volume profile to adjust values
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5. If needed, you can change the effect's render pass event in its render feature under settings.
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## Credits/Assets used
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Some of the shader code is based from Dan Moran's Shaders Case Study—Pokémon Battle Transitions YouTube video
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[-Youtube Video Link-](https://youtu.be/LnAoD7hgDxw?si=tCtTEOshaZdfLi6R).

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