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May 2026
A jumbled mess of shader experimentation
As of writing this entry it has been a long time since i have touched this project, in summary i was experimenting with shaders to try and achieve an effect similar to the game STIFLED but with some differences in how light is perceived by the player.
Everything here i either made myself in Blender or Godot
Mechanics
The idea is that the character has some form of extreme photosensitivity and struggles to see in lit areas, inverting the logic of most gaming light systems.
This effect is created by using a variation of normal-based edge detection based on this Godot community shader Here and a unique lighting shader for the blinding granular effect on the walls.
Before and after shader application


The player is armed with a gun but even the muzzle flash from this may obfuscate vision and create difficulties for the player.
The video below contains bright flashing lights.
Screenshot Gallery



What now?
I might revisit this in the future, the next thing i planned to do was create emmisive shapes to simulate projected light as enabling volumetric fog creates visual issues for this project, but without it there is no light projection.
I may also opt for object based shading instead of viewport based shading to create a more consistent visual effect with less artifacting.
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