Godfall - Character and Weapon Shaders
Vertigo Model/Textures by  Yogesh Sharma - https://www.artstation.com/yogeshsharma

Vertigo Model/Textures by Yogesh Sharma - https://www.artstation.com/yogeshsharma

Vertigo Model/Textures by  Yogesh Sharma - https://www.artstation.com/yogeshsharma

Vertigo Model/Textures by Yogesh Sharma - https://www.artstation.com/yogeshsharma

Valorplates also had bent normals. Character Model/Textures by Andres Zambrano, hair by Yogesh Sharma - https://www.artstation.com/andres_zambrano

Valorplates also had bent normals. Character Model/Textures by Andres Zambrano, hair by Yogesh Sharma - https://www.artstation.com/andres_zambrano

The iridescence can be masked by metalness values or a mask, with control over saturation, intensity, and spectrum tiling. Based on Joseph Downer's 80lvl article https://www.artstation.com/artwork/DxE8LG

The shader was set up for easier material tuning and skin creation. Character artists would author a tint mask and in realtime, control the metal, roughness and albedo values.

The filigree layer has support for different patterns, and dual albedo/roughness tuning.

All skin variants were made in the shader without any unique texture sets per skin

Example of the angle culling. It samples the depth texture within the shader for more silhouette breakup.

Example of the angle culling. It samples the depth texture within the shader for more silhouette breakup.

All these variants use the same single texture, the shader has parameters for albedo, roughness and scatter tuning, and can add further variety using the ID and root masks

All these variants use the same single texture, the shader has parameters for albedo, roughness and scatter tuning, and can add further variety using the ID and root masks

The scatter parameter has a major impact on the final colour of the hair, nothing aside from the scatter amount is being changed in this example.

The scatter parameter has a major impact on the final colour of the hair, nothing aside from the scatter amount is being changed in this example.

Crystal layer that was used for both character and weapon shaders.
Model/Textures by Pavle Plamenac - https://www.artstation.com/pavlep

The master material can mask in the cloth shading model. This is an early test of that cloth and blending back to the default shading model. No textures just scalar and vector parameters.

Early bent normal tests. No BN normals > bent normals > overdriving bent normal map

Early bent normal tests. No BN normals > bent normals > overdriving bent normal map

Early bent normal tests. No BN normals > bent normals > overdriving bent normal map

Early bent normal tests. No BN normals > bent normals > overdriving bent normal map

Early bent normal tests. No BN normals > bent normals > overdriving bent normal map

Early bent normal tests. No BN normals > bent normals > overdriving bent normal map

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.
https://www.artstation.com/arsenal
https://www.artstation.com/placyobama
https://www.artstation.com/alexandrefiolka
https://www.artstation.com/yogeshsharma
https://www.artstation.com/andres_zambrano
https://www.artstation.com/victoriapassariello
https://www.artstation.com/pavlep