Now, the base of our world has been created; let's add some effects to make the game even more visually appealing and start to fit in with the survival horror feel that we're going to be giving the game.
In Unity 5, we are given a default skybox for 3D projects, but it's only for a bright sunny day, which is not ideal for a horror game. To fix this, we will be using a skybox. A skybox is a method to create backgrounds to make the area seems bigger than it really is. This is done by putting an image in the areas that are currently being filled with the light blue color, not moving in the same way that the sky doesn't move to us because it's so far away.
The reason why we call a skybox a skybox is because it is made up of six textures that will be the inside of the box (one for each side of a cube). Game engines such as Unreal have skydomes, which are the same thing; just that they are done with a hemisphere instead of a cube. We will perform the following steps to build the atmosphere for our horror title:
If you go into the game, you'll note the level starting to look nicer already with the addition of the skybox, except for the fact that the sky says night while the world says it's daytime. Let's fix that now.
0.005
.Fog obscures far away objects, which adds to the atmosphere and saves the rendering power. The denser the fog, the more the game will feel like a horror game. The first game of the Silent Hill franchise used fog to make the game run at an acceptable frame rate due to a large 3D environment it had on early PlayStation hardware. Due to how well it spooked players, it continued to be used in later games even though they could render larger areas with the current technology.
Let's add some lighting tweaks to make the environment the player is walking in seem more like night.
0.05
. You'll see the value get darker, as shown in the following screenshot:With this, we now have a believable exterior area at night that will fit quite well for our horror game!