In this series, I will talk about how to implement the area movement mechanism, which is used by many board games and popular Paradox grand strategy games, in Unity. The first video will address the most subtle part, pixel shader based coloring and area selection.
Chapters:
0:00 Introduction
1:04 Edge detection Shader
1:56 White & Black map
1:58 Remap & Palette texture setup
2:23 Placeholder color remap
2:34 "Color picker" illustration
2:42 Remap & Palette script setup
3:37 Remap encoding illustration
4:43 Generated remap texture illustration
6:09 Area "Brush" illustration
7:12 Area "Selection" illustration
7:50 How highlight works.
8:04 Terrain texture and selection highlighting illustration.
8:09 Summary and GitHub Source
References, links and sources:
Example code source: https://github.com/yiyuezhuo/PixelBas...
EU4 province and terrain texture: https://eu4.paradoxwikis.com/Map_modding
Edge detection filter: https://en.wikipedia.org/wiki/Edge_de...
Area movement definition, the BGG page: https://boardgamegeek.com/boardgameme...
Texture Color mapping figure: https://docs.google.com/drawings/d/1o...
Scanning Encoding figure: https://docs.google.com/drawings/d/1N...
TripleA: https://triplea-game.org/
VIC2: https://vic2.paradoxwikis.com/Victori...