It’s never good enough, is it? This weeks implementation comes with the ability to switch between different colors of lasers, which was a core mechanic. Originally, the effect was two-parts, where the color would bloom out for the active color, and then pull in for the now-inactive color. Due to a limited understanding of the render order and stenciling in Unity, this was the best effect available. But it’s not good enough? A few hours of work later, a new effect was born. This effect nullifies other colors while inside the mask of one color. It’s a bit more complicated than that shader-wise, but not by much. In total, about 28 shaders were born to create the following suite of effects.