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  1. COMPONENT TUTORIALS
  2. Components - a closer look
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Post-Process Zone

is an Entity Component

PreviousExclusive ZoneNextSound

Last updated 3 years ago

Post-process is a component that is purely for aesthetics and ambience. While the worldspace overall will have set lighting and hues according to the Environment Component, you can use post-process to create areas with different moods to create a richer, more varied level. Think of them like a trigger zone you enter to add a filter to the camera.

For instance, on a spooky map you might want to create an area that glows ominously when you enter it, or lighting that changes when you enter/exit a house.

  • Range - dictates the size of the zone, measured in meters.

    • The zone will always be centred from the exact middle of the object it is assigned to, and cannot have its position changed like on a Trigger or Force zone.

  • Falloff - dictates the abruptness with which the zone's effects appear upon entering the zone.

    • 0 means the filter effect begins as soon as you come in range of the zone

    • 1 means there is a gradual fade from the regular world lighting to the filtered process lighting as you come in range of the zone

  • Unlimited Range - does the post-processing affect the entire map or not?

    • "Yes" is the default setting, so don't forget to deselect this if you are creating a self-contained zone!

  • Color filter - dictates the hue of the filter in more detail than a simple slider

    • Choose between Red, Green and Blue, respectively

  • Saturation - dictates how strong the colors are

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