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Post news RSS What's the right look for The Wizard: Wizharder Edition? Playing around with Unity's 2D Lighting

Here is a current work-in-progress look at our efforts to find the right look for our turn-based dungeon puzzler.

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Here is a current work-in-progress look at our efforts to find the right look for our turn-based dungeon puzzler.

Wizharder look 2


With the upgrade to Unity 2019.4 came the new Universal Rendering Pipeline, shader graph and 2D lights. That's a lot of new toys to play around with! In addition to normal maps and emission maps, I've added bloom for a neat little glow effect and a lens distortion. Color adjustments and curves still allude me and unfortunately the experimental 2D shadows don't work with tilemap colliders out of the box.

Wizharder with alpha blending


Still I think we're making good progress towards a distinct and interesting look! We're currently having a bit of a debate whether it's still too dark for the lighthearted, quirky game we are making. What do you guys think?


Wizharder without alpha blending


Also, let me know if anyone is interested in a tutorial!

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