Scope shader i made yesterday and finished today. Still pretty simple and early but thought id share, very happy with results so far. 3 Stage scope system, so support for variable optics (smooth zoom), a toggle zoom (predetermined zoom values you can toggle from), and a fixed (just a single non changeable zoom value). Very modular
This showcase is using the variable type, using a 1-6x (not sure if the math is true to scale yet but it feels close)
The showcase is pretty jank, in this project the player isnt setup nor is there a weapon, so i attached the scope to a boom arm to the player camera and added some lag. So the jumping or skipping you see when moving the camera is due to the spring arm.
And a simple rear glass material that fades in and out if you are aiming in or not, when not aiming it will hide the scope material and show the rear glass. Rear glass is a texture or color vector and displays a simple cubemap reflection on it.
https://www.youtube.com/watch?v=xzPF_awqe-M
next thing im fixing is the reticle, it was quickly thrown in. Which is why when zooming in it doesnt look too good lol
