Tonemap on indoor levels
Posted: Sun Nov 16, 2014 6:30 pm
I just noticed that you can do some interesting things by messing with setTonemapSaturation and setAmbientIntensity on the Sky component. I'm wondering if it's going to be a problem if I use a sky component on indoor levels so that I can continue to get consistent access to those functions. Clearly it adds a bit of lighting, but I (think) that can be corrected for using setAmbientIntensity(0).
My thought is that you could use this sort of thing to do something like have a 'spirit potion' which makes the screen go greyscale and allows the player to see/use secret passages or bridges or something like that while active, or have a 'dark zone' type area using setAmbientIntensity(-1000) or things like that.
My thought is that you could use this sort of thing to do something like have a 'spirit potion' which makes the screen go greyscale and allows the player to see/use secret passages or bridges or something like that while active, or have a 'dark zone' type area using setAmbientIntensity(-1000) or things like that.