How the outlines work graphically, the objects that render outlines are stored in a list inside a manager and a command buffer creates a custom depth buffer + color buffer to generate them using a Sobel filter
New postprocess outline shader, gameplay footage
New optimized highlight effect, gameplay footage
I have been working for Half Sunk Games as tech artist as a background project for some years now, this post is an update on the previous post I made years ago. Context for the people that are reading this now, Blow-Up was a project I started collaborating with when I had to do portfolio to enter the games industry professionally, due to being friends with the team I've continued working on new things and optimizing previous shaders for the final release of the game in 2026.
What's new:
There's now a new accessibility option, outlines, these are rendered on top of enemies and key objects on the scene to separate them even further from the background.
In the future a new bloom with dithering and a new vastly improved CRT effect will be implemented to the game.