📸Post-Process Zone
is an Entity Component
Last updated
is an Entity Component
Last updated
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