Demonstrated Features:
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Damage flash effect (red/white pulse)
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Silhouette rendering for shadows
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Ghost/fade effects with transparency
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Team color palette swaps
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Status effects (frozen, poisoned, invincible)
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Day/night cycle ambient lighting
Practical tinting techniques:
- Damage flash: Alternate white/red tints for hit feedback
- Shadows: Black tint (0, 0, 0) creates silhouettes
- Ghost: A white tint and reduced alpha for transparency
- Team colors: Color multiply for palette swaps
- Ambient light: Subtle color tints for time-of-day
Performance tip: All tinting happens in the GPU shader, so these effects are essentially free - no extra draw calls or texture processing needed!