During the VRequency VisoR project, I worked a lot on custom materials for both objects and post-processing.
The largest effects in the game are the effects for the different visor modes the game is built around.
The visor modes are:
- UV vision where you can see enemy pathing.
- X-Ray vision where you can see enemies and important objects through walls.
- Night vision where you can see in dark areas.
There was also a plan to include a heat vision but that ended up being scrapped due to time constraints, the prototype for that is included in the video.