I'm currently working on a side-scrolling space shooter project. I have a nebula texture with an alpha so that stars can show through on a separate plane. It looks fine when moving around in the editor, but as soon as you go into play mode the nebulas become smudged and blurry. For awhile it was not a problem, because we were using code to mode the entire level passed the player and camera. but we recently discovered we were very limited in the type of lights we could us in this fashion, so we opted to moving the player and camera through the environment instead, now that the camera is the one doing the moving we are getting this problem. Does anyone have expertise with alpha maps being used in this fashion?
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The default post-process chain has Motion Blur enabled.
Some of my friends are also working on a shmup, and innitially where thinking about making the background scroll.
we will probably use pre-baked lightmaps.
would you be willing to share some thoughts on why you ended up scrolling the player/playfield instead? (besides lighting, which I am guessing is the whole dynamic lighting subject)