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 overtop of a line. As the player progresses along the line and pushes the upper bound forward, the lower bound follows at a set distance. If the player turns around and instead pushes the lower bound, the camera will linearly interpolate along the spline in a heroic sweep back to the new frontier that the player faces while maintaining fluent rotation.
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 colour channels red for the X-axis, and green for Y-axis. This ensured correct positioning before overlaying the noise texture in blue overtop which mapped the animation in screen-space.
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.