Exactly. So much more 'atmosphere', just from doing that. Then it just needs some more color saturation on the 'day side', and you pretty much have the 'trailer look'.
Oops, just noticed I had things backwards in the shader and it was treating everything as if it were under fog of war so I fixed it up (attached). And here's a new screenshot of it in action:
If you found it too intrusive, I think the compromise would be be a toggle for those who want it and those who don't.
@Auss, you should try changing the color of the border to match the color of the units. (ie. Red in your example image) Your eyes will more naturally link the two together, and it should look a little cleaner. Ideally, as your view zooms in, (and the strategic icons disappear) the line should also fade out. (or at least to 50% opacity) So it doesn't become obtrusive close up.
@Ausskiller, very cool ... maybe you put it on the Mod Forum? http://forums.uberent.com/forums/viewforum.php?f=72
Unfortunately it's not possible to use the player color because is not passed into the resolve shader, and a fade based on zoom would have to use the pixel depth which would make the line have different levels of opacity in different areas which probably wouldn't look as good.
Yep, once we add post-processing we can also do some tone mapping from light/dark to be able to make it even more extreme.
+1 to the topic, and also those mock up screens. Is there an eta on post process anyone, will it appear in alpha or beta?
That's great to hear, sir. I guess I was under the assumption that all you would need to do, is lower the 'ambient' lighting values, and then increase the 'sun intensity' value. I didn't realize it was all being planned with post-processing. Either way, it's all good.
Not that I'm aware of, but even if it does make it into the alpha I highly doubt it'll actually be tweaked to have the right values to look really good until late beta. It's not worth tuning the graphics properly until you have most of your art locked down, otherwise the art might change in a way that causes the graphics to need to be tuned again (wasting time).