Sins: Remastered has implemented several advanced features for skyboxes. These include parallax depth effects, mid-field parallax procedural stars, bloom masks and procedural distortion effects.
Mesh Preparation
Your skybox mesh should be set up to use an equirectangular UV projection.
An equirectangular UV projection of a sphere.
Texture Channels:
- DiffuseTextureFileName
- RGB – Skybox diffuse backdrop
- A – Skybox backdrop alpha
- SelfIlluminationTextureFileName
- R – Unused (fill with black)
- G – Bloom mask
- B - Unused (fill with black)
- A – Height map (depth from camera)
Mesh variables:
Mesh variables have been repurposed to control specific additional effects. Note that mesh variables are in hexadecimal ARGB format and will be referenced as value pairs.
Hexadecimal ARGB Pairs
- Diffuse
- AA – Enables parallax nebula support
- RR – Parallax depth effect intensity max
- GG – Parallax star intensity max
- BB – Parallax star scale max
- Higher values mean smaller stars
- Ambient
- AA – Enables parallax mid-field stars
- RR – Parallax star count max
- GG – Parallax star blackbody curve control
- Controls color shift
- Higher means more red, colder stars
- Lower means more blue, hot stars
- BB – Seed for random pattern generation
- Specular
- AA – Skybox bloom intensity control
- RR – Skybox bloom curve control
- GG – Star bloom intensity control
- BB – Star bloom curve control
- Glossiness
- The integer and decimal values are treated as separate variables and control two different aspects of the procedural distortion effect.
- Values of 0 = disabled.
A Sins: Remastered demo of the depth of field effect