So yesterday I decided to do a pass on the geometry of tiles that will be in the way from the current camera view, I basically reduce the size of the walls and corners that obstruct the view.
As a result I spent most of the day adjusting the geometry and unwrapping lightmap for all the meshes. It was quite a labourious process but at least i got that done. Then I realised i need to redo the collision bounds because it’s a new geometry so it’s quite a repetitive process
Instead of doing that today (which i definitely forgot), I decided to tweak the cel shaing post processing material. Instead of using the toon shader from this tutorial, I opted for a simpler one that requires a CLUT images.
This is the first cel shading post processing. which is using an if statement based on a depth scalar value to delineate the tint
This is an alternative implementation - way easier just a simple multiply of the CLUT
I think the second one is more simplistic but i think i like the look of it better, it’s cleaner.
I am going to maybe go back to redoing the collision of the newly imported WFC tiles. also I will probably do some colour adjustments