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thermal vision effect in unity

Discussion in 'Image Effects' started by JUNGLEE372018, May 3, 2019.

  1. JUNGLEE372018

    JUNGLEE372018

    Joined:
    Oct 4, 2018
    Posts:
    2
    Hi,

    How can i get a thermal vision effect using shades and image effects like the below video



    I tried the static way of creating black & white textures for getting the Thermal vision effect, but i want the thermal vision to be effected by factors like fog,rain and sun light/ darkness, i.e..., The thermal vision intensity should decrease when in rain or fog and should increase when in daylight.

    waiting for your reply.
     
    424513955 likes this.
  2. TokyoWarfareProject

    TokyoWarfareProject

    Joined:
    Jun 20, 2018
    Posts:
    814
    its funny because the guy from the video already made a tutorial on how to achieve thermal.
    I loved that development thread sad never saw it reachign to the google store
     
  3. GoGoGadget

    GoGoGadget

    Joined:
    Sep 23, 2013
    Posts:
    864
    I used to have an effect like this up on the asset store, very easy to achieve if you're using deferred rendering. Just grab the Albedo GBuffer, one of the channels from that (ie. red channel), bam, you've got thermal vision. Could add in a modifier that you manually change depending on whether effects as well.

    Would also require custom albedo materials for each object when you're in "thermal vision" mode to make it perfect, but wouldn't be too hard.
     
    424513955 likes this.
  4. TokyoWarfareProject

    TokyoWarfareProject

    Joined:
    Jun 20, 2018
    Posts:
    814
    The way I did in my game was to
    1) negative image filter
    2) the things that need to glow material swap to pitch black
    3) bloom and play with thresshold to isolate glow to pitch black areas
     
  5. 424513955

    424513955

    Joined:
    Dec 19, 2016
    Posts:
    2
    • Did you achieve this effect? How does it work?
     
  6. 424513955

    424513955

    Joined:
    Dec 19, 2016
    Posts:
    2
    • Did you achieve this effect? How does it work?