Clayton Seelenmayer

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Cinematic Camera

This project showcases my cinematic camera system in Unity. The player, camera, and look-at target each follow separate splines, ensuring smooth movement and framing.

Imagine an interval a linear line. As the player progresses along the line and pushes the upper bound forward, the lower bound follows at a set distance, catching the camera with it, smoothly interpolating along its spline while continuously adjusting its rotation to maintain its target focus.

Obstructing objects near the camera are burned away using a GLSL shader. A noise texture, generated in GIMP and randomly assigned each call, guides the burn effect, which reverses when the camera moves away.

Initially, the shader mapped screen space coordinates using color channels—red for X-axis, green for Y-axis. This ensured correct positioning before overlaying the noise texture in blue.

shader1.png
shader2.png

The final shader needed shadow casting, requiring integration with Unity’s HDRP "Lit" shader. I opted for forward rendering rather than deferred rendering to maintain transparency effects.

shader3.png
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