Working on a sky/wetness occlusion
2 render targets for near and far occlusion
The far render target only updates a few times per second
Has variable shadow blur levels
Jittered blue noise is used to smooth out the result. #UE5#UnrealEngine#shaders
Working on a movable mesh wetness for my rain system
Based on the FC6 GDC talk
Only applies rain streaks when the mesh is pointing upwards
#UnrealEngine#UE5#UE#gamedev#shader@fab
Link : https://t.co/BkCi2ythcG
Weapon model used https://t.co/kYNoUw1ovn