Tilemap reflections


We chose the ice themed level for the alpha since it’s the most visually intricate design in the game. That’s because of the reflection on every iced surface.

Now, if you are following the devlog, there’s a short showcase on the use of reflection maps.

How does this reflection map work?

As you can see in the video, each channel of the image has information for the reflection.

Red and Green represents direction while Blue represents intensity, all this information is used as input for a shader.

Then we created a tileset using sections from an image and input the shader with a reflection map.

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