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Shaders

Charles Doucet edited this page Sep 8, 2024 · 4 revisions
In this section

Overview

Shaders used in the project are listed here, with a small documentation on how to deploy them. When you create shaders, please add them to this list so you can share your black magic with the rest of the team.

GBJAM-12 mentions in their rules that shaders are allowed, if the final product looks like it can run on an original Gameboy device. To what extent are we risking it by offering advanced visuals, inspired by the Gameboy hardware?

Palette Switch

This shader has been designed with the main goal of limiting the number of art assets to be exported. Since we know the maximum color on screen must be apart a 4-color palette, we can change those properties inside the engine itself instead of importing the same pixel art with different palette.

This allows us to create materials quickly based on a palette and applying them to 2D textures. Switching palette in game only require a shift of material, instead of new asset files.

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