Unhinged - Screen Space Post-Processing

Raindrops on lens screen effect

Chromatic, lens distortion and Blood red wash screen effects

Ben attack chromatic, lens distortion and Blood red wash screen effects

Chromatic Blur, lens distortion screen effects

Unhinged - Screen Space Post-Processing

I built the game's full screen post-process effects, covering both the rain on the camera lens and the damage feedback during Ben's attacks.

The lens rain reuses the raindrop textures from the window shader, but instead of lighting the drops it uses their normals to offset the screen UVs, refracting whatever the player is looking at as the drops sit and slide across the frame. It puts the player inside the storm rather than watching it through a window. The effect runs off a custom post-process volume, so it switches on when the camera enters an exposed area and switches off cleanly when it doesn't, which keeps the lens rain out of interior shots where it wouldn't make sense.

The attack effect takes over the whole frame when Ben catches up to Ava. It layers chromatic aberration and lens distortion with a blood red wash, with the shader values animated on a timeline so the screen reacts at the same moment the player hears and sees the hit. Each attack has its own rhythm, a sudden strike lands nothing like a drawn out struggle, and a single parameterised curve flattened those differences into the same generic pulse. So I hand animated each one instead, matching the timing and intensity to the force of that specific attack. In a game where the player never sees Ava directly, that screen state is one of the only ways to tell the player she's hurt and how badly.

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