Spamming your feed with my unused feature because I got no other material for this week, part II.
We were trying basic sine waves with masking for water interactions (specifically for terrain puddles). This is how it looks with actual displacement. Actually, not that bad, huh?
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Finally, it's time to add interaction to our procedural terrain puddles. Tried sine waves with a bit of custom masking. Guess what? I ended up scrapping it. But since I wasted most of this week on this little experiment and have no other footage, you're going to see more of it anyway.
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An update from the future. Everything started to come together for our weather and interaction system. Procedural rain puddles are now interactable as promised. The same interaction data will also be used for actual water bodies like ponds, lakes, etc.
This method actually allows ripples to be reflected as well, but I haven't been able to feed the necessary data yet. Once that is in place, it will also ensure that ripples are only generated at actual points of contact with the water, preventing them from appearing or spreading in unrelated areas.
Besides the ripple normals, I also tried to create a sense of depth by feeding the displacement data into the puddle amount parameter, which drives puddle height.
As a quick recap:
We got snow and rain as our weather types (I'm considering ash too for volcanic areas by reusing the snow logic), and they respond to each other to some extent. If there are puddles prior to snowfall, for example, they might freeze during the process and then be revealed when the player or any other object interacts with them.
Rain comes in the form of wetness and puddles based on the textures' height. In this clip they're mostly opaque, but they actually have refraction and blur, which are also affected by interaction ripples.
Snow goes from thin coverage to the desired thickness and is deformable.
This is still a WIP, and it will receive a lot of polish, such as ripple sizes, speed, etc.
You might be wondering why all this work is going into these systems. My intended end goal for these features, apart from their own contribution, is to boost other gameplay aspects and create a certain feeling for the player. For example, if the player shoots a magic projectile, it will melt the snow and even create ripples on its way to the target.
Another benefit is allowing players to experience the same events, quests, etc. under different atmospheric conditions. And honestly, these systems are just really fun to work on. :D
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Terrain interaction & weather test. This is an old one. I tried different things for handling holes and puddles. In this one, hole displacement completely flattened and puddles fill it uniformly.
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Terrain interaction test part II. System can be enabled per terrain layer. Since we're leaking base layers into the upper ones this also allows us to avoid deforming the wrong layers. For example our sand layer isn't pure because rock and cliff layers leak into it. With this approach we avoid deforming rocks on the sand layer so only the chosen soft layers are affected by deformation. (Btw you might notice some artifacts.)
This also adds flexibility. For example we can support special cases with multiple deformable layers, a single deformable layer with different layer counts. It simply works by enabling deformation on the desired layer. Also we're not generating any normals for now.
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Snow interaction & procedural puddles.
Some of the current features:
> Effects are permanent.
> Works with the existing procedural puddles system.
> Snow accumulates along borders.
> Accumulation is based on the total amount of snow.
> Interior snow amount can be adjusted.
On later updates, interior snow will be driven by an ID mask. This way, for example humanoids can leave crunched snow textures to fake crowd movement, spells can almost or completely melt the snow and vehicles can leave dirty snow trails.
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This dude thinks he is the new Bethesda Game Studios.
Just kidding. One of my main inspirations is The Elder Scrolls, the reckless ambition of Arena and Daggerfall, the worldbuilding and lore of Morrowind, and the immersion of Oblivion and Skyrim.
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Hi everyone! Another snow interaction test. This time with border accumulation. I want the borders to be a little bit thicker to give the illusion that all the scraped snow has accumulated there. Later, this accumulation will be based on how much snow exists and it will also work for thick snow. Also we'll apply the same principle and same mask for soft terrain layers like sand & mud.
I'm dropping some context info here from previous posts:
"This is a 1 km area the same size as the terrain chunk I was using in my previous posts. I want deformations to be permanent when it makes sense so the player can feel more immersed by turning back and seeing the marks they left behind or even gather information about the environment by seeing the interactions of other lifeforms. With the system I'm planning they can also separate different sources since lifeforms and other objects will leave different textures on the snow for example.
There are two RTs. One of them is centered around the player or camera. It covers the close range around the player, moves with them and allows high resolution details to be captured. The other one is static and will hold both the near data stamped onto it to make it permanent and also interactions that fall outside the near one so they can still be captured up to a certain culling distance. There is currently one static RT that covers 1 km. I will need to turn this into chunk based streaming later but I will call this good for now."
Thank you for your time!
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Hi everyone! Another basic snow removal test for terrain interaction system. Slowly getting there. :D
I'm dropping some context info here from previous posts:
"This is a 1 km area the same size as the terrain chunk I was using in my previous posts. I want deformations to be permanent when it makes sense so the player can feel more immersed by turning back and seeing the marks they left behind or even gather information about the environment by seeing the interactions of other lifeforms. With the system I'm planning they can also separate different sources since lifeforms and other objects will leave different textures on the snow for example.
There are two RTs. One of them is centered around the player or camera. It covers the close range around the player, moves with them and allows high resolution details to be captured. The other one is static and will hold both the near data stamped onto it to make it permanent and also interactions that fall outside the near one so they can still be captured up to a certain culling distance. There is currently one static RT that covers 1 km. I will need to turn this into chunk based streaming later but I will call this good for now."
Thank you for your time!
#MadeWithUnity #Unreal #TechnicalArt #Shader #EnvironmentArt #GameDev #Gaming