Conbunn Cardboard

Dithering With SRP (Standard Render Pipeline)
The task at hand was to create a dither effect when any object was in front of the player character. With URP we could utilize a plethora of tools to make this easily done post or within the render stack. However, with the SRP it requires a little more finessing to achieve the look and feel! What I ended up going with was a custom shader that matched the standard Unity shader for it’s look/feel and added in the dither effect utilizing the Amplify Shader Editor.
I created a script that allowed for a customized raycast to be sent from the camera to the player when desired. Whenever a collision occured, it would trigger and adjust the material values to showcase the dither look. To make it even easier for the main developer, I added enum options for debugging and custom inspector GUI to make the debug process as seamless and easy as possible! Including using markup to ensure that these debug options would not be apparent in the final build, allowing for in editor use only.
Aesthetic Is Key!
With a concept in hand, I was tasked to re-create it and apply the given code to run it with a controller. A menu that would show a list of all the main collectables, show which ones were collected, scroll after a certain index was reached, and apply appropriate images when hovering over items in the list.
Whiteboxing out the menu with the assets given, I created some custom buttons in the inspector to help populate the list automatically. Running afterwards to preset all of the data needed in editor to be efficient during runtime. Casting a few debug values to help correct the scrolling of the list, along with masks and other UI elements to appropriately portray everything on screen!