grade
The Fading's look: one full-screen post-process pass, `amagiri_fading`, that carries both the valley's aerial fog and the drain of colour out of it.
grade
The Fading's look: one full-screen post-process pass, amagiri_fading, that
carries both the valley's aerial fog and the drain of colour out of it.
Everything it does is a function of one number — Game.fading(), where 0 is a
whole valley and 1 is one that has finished forgetting itself.
At t = 0 | At t = 1 |
|---|---|
| full colour, a cold blue-white haze on the far hills | almost no colour left, and the haze closed in to a wall |
The pass runs on the scene layer, so the HUD keeps its own colour while the valley loses its. It reads the renderer's reversed-Z depth buffer, where a raw value of exactly zero means nothing was drawn — the sky — and gives the sky its own fog ceiling so a hollow sky stays a sky instead of collapsing into a flat field of fog colour.
Surface
| Call | Does |
|---|---|
Grade.install() | Register (or re-register) the pass. Safe on every build. |
Grade.apply(t) | Push the look for a Fading value in 0..1. |
Grade.sample(t) | The numbers apply(t) would push, for verification. |
Grade.remove() | Drop the pass. |
rite calls install once per build and apply from fading:changed.
Scoped to this part · feeds back into the world's score.