so i am making a game where should be a win screen, and i want to make shader that makes everything white except specific player. is it possible to do that or are there other methods except shaders(if they even exist)?
Hey there! Do you want simply a white background, or are you trying to achieve a bright white tint over everything except the player?
you can use a black highlight (with always on top maybe?) on the player and a color correction with brightness 1
thats for making the player appear a solid color idk how to make it without a highlight:
you can use a viewport frame i think
This is using a ColorCorrectionEffect for the tint and viewport frames for the character and text:
Using tinted glass and a clone of the character (doesn’t work with meshes) made of glass (a bit hacky, but could work if you use math to calculate the character projection). You could also do this with CSG negations:
Edit:
Found another method. You can use highlights to counter the colour correction:
Still need to test if this works on any rig of any colour.
So the highlight does kind of work, but you do lose some saturation.
Adding a highlight to each individual limb with a fill transparency of 0 and with the fill colour the same as the limb colour kind of works; however, you can’t use this method on meshes with textures, as you don’t know the colour.
I would say just go with the viewport frame. Simply create a screen GUI, add a viewport frame, resize it to {1, 0}, {1, 0}, change the background transparency to 1, add a world model, clone the camera into the viewport frame, clone the character, then put the character inside the world model.
Yes, i need just a white background and player is black, not like changing color like highlight
I will try use method with viewport(3rd post) and with color correction(2nd post)
You don’t need to use a viewport frame for this. You simply need a colour correction effect in Lighting, and you need to add a highlight under the player’s character with a fill colour of 0, 0, 0 and a fill transparency of 0.
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