The shader code in Chroma looks to be a direct copy/paste from this old repo: <a href="https://github.com/Chman/ColorBlindr/blob/master/ColorBlindr/Shaders/ColorBlindr">https://github.com/Chman/ColorBlindr/blob/master/ColorBlindr...</a>.<p>I don't see it being referenced anywhere but maybe I'm mistaken.
Not for gaming, but this was developed for checking plots:
<a href="https://github.com/hdembinski/monolens">https://github.com/hdembinski/monolens</a><p>And works cross platform.
I have used Chromatic Vision Simulator on my iPhone with a camera to check for colour-blind accessibility of board games.<p><a href="https://apps.apple.com/us/app/chromatic-vision-simulator/id389310222">https://apps.apple.com/us/app/chromatic-vision-simulator/id3...</a><p>It's free. I'm unaffiliated, just a happy user in the past.
Stupid question for colour-blind gamers: why do accessibility options in games <i>remove</i> and mute colours to simulate colour blindness types? (i.e. protanopia, deuteranopia, etc.)<p>I imagine if you can’t perceive some colours, you want hue shift or boost, not to actually remove colours so it looks like what you already are seeing. Feels a bit like muting all sounds to help one with auditory deficiencies. What am I missing here?
Does anyone have any insight into how tools for simulating color blindness would fit into workflows?<p>For example, in this case presumably the QA team play in different modes and provide feedback about things which aren't going to work, but that is a very different universe than web or mobile app design.
Does anyone know a tool that assessed which type of colorblindness you have? The tool here seems great, but when I want to explain to people how I see colors, I don’t know which deficiency to choose.
Alternatively, one could just use this shader for post-processing in their engine: <a href="https://www.shadertoy.com/view/XdtyzM" rel="nofollow">https://www.shadertoy.com/view/XdtyzM</a>
This seems overly complex. Why require input passthrough?<p>It seems simpler to make an OBS plugin that way you are able to reuse a lot of work that already exists for game capture and post processing.
They aren't using GitHub correctly, so they have the installer for Windows in-tree.<p><a href="https://github.com/ubisoft/Chroma/blob/main/Release/Chroma_setup.exe">https://github.com/ubisoft/Chroma/blob/main/Release/Chroma_s...</a>