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Can I make a shader with saturation based on z position?
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Fairly new to shaders, so I'm quite clueless on this subject:

So in my current project I've encountered a dilemma. I need to make characters "pop" in the foreground of my game and all items in the background appear less saturated.

Our artist has done a mock-up for what this may look like.

In the actual product, objects are in a 3D plane, creating a sort of '2.5D' element.

What I'm wondering is, is it possible to make a shader to automatically alter the saturation based on the Z position so the further the object gets from 0, the less saturated it becomes?

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8 years ago