With the impending collapse of the Citadel, two members of the Resistance are tasked with evacuating any citizens remaining. Little do they know that their mission sees them gaining critical information that puts the early fate of White Forest in their hands.
Is that 3D?
Actually, if I'm not mistaken, I think that's an RBG split effect, possibly used as a sign of damage being inflicted.
You know what? It would be awesome if you play the game with with 3d googles and whenever you take damage, everything pops out.
(buried)
Nope! Das'some 3D sweetness!
Then how come the offset is the same for the whole pic?
If it were to be anaglyph-3d the offset would be greater the further away the object in the picture are, which is clearly not the case.
Deremix is correct, an RGB split it is, not anaglyph-3d.
It is not 3D.
It Looks odd.
Great work, reminds me of the Crysis pain effects.
Actually, this effect is used in another development-wise related project to give a Crysis-like effect when damaged. Of course, I began using this effect for that project (1/4 Life was happy to share) before I knew about the Crysis effects, so now I am working on improving it further. More on that another time.
This is a cheap shader effects that I once did, and is no longer used for one reason. Look at the left side of the screen there shows that the texture is moved in the axis 'x ' beyond 1.0 screen coordinates)
PS: This implementation uses only the basic texture of the camera, the eye will see the picture to the left and right eye if it's the same thing? Even a cheap frame at the edges of the screen will not close this bug.
That material on the left actually looks to be a problem with the map, not the shader. Thanks for pointing that out!
Take a look at the screenshot in the burning building. It features a small amount of chromatic dispersion (full frame) as well. The texture bug you're talking about doesn't occur with our shader.
Is this chromatic dispersion? It is usually diffuse at the ends of the texture, I recommend it to think out and see the implementation of a Bloom shader.
As an example, a normal aberration - Tlc-systems.com
This is literally my favorite effect applied to games these days.
I know this is really old, but I think CA is supposed to retain the original color of the image, but everything here is all green from the separation. Has this been tweaked?
RAWR IM A ZOMBIE!
Also keep up the good work.