On Godfall, I was responsible for creating master shaders for the incredibly talented character and weapon team at Counterplay Games. My goal for these shaders were to have maximum flexibility and building layers of tiling textures so the characters could look as crisp and high res as possible - especially important for the filigree and carbon fiber details.
For the master material, features included: cloth shading model, detail mapping, a carbon fiber layer, filigree tiling textures, crystal layer, advanced emissive features with bump offset for additional depth, and material remapping features for faster iteration and skin creation without needing a additional unique texture sets. The cloth shading model allows for more believable fabric surfaces, like silk and velvet. The fuzz input can be used to add more colour complexity. Valorplates also have bent normal maps as well.
The hair shader by default only requires one texture and allows for control over albedo tinting, scattering, angle culling to reduce card-like silhouettes at glancing angles, and custom tangent map for more complex UV layouts, and custom albedo textures if desired. The hair shader was based off Paragon's base shader but optimized and adjusted for the team's needs.
Huge thanks to Regie Santiago, lead character artist for his support and feedback throughout the development of these shaders. I highly recommend checking out the rest of the character and weapon team's work!
Art Direction and concepts by Chris Ha.