As the technical shader director for Godfall, I created the vast majority of shaders for the art team, providing support and troubleshooting throughout production. When applicable, I opted for more modular material functions, allowing me to stack and build shader variants quickly that are consistently organized for the artists. All shaders have quality switches throughout them as well.
There are a few main types of master materials:
- Vert Blend
- Macro Mask
- Other more bespoke, but still common shaders like the water wall, lava, etc
And then there were variants of each of those archetypes (EnvPropSand/SSS, VertBlendSand/SSS and so on. This avoids having one monolithic uber shader - not feasible for our production - while still keeping things scalable but manageable.
Shout out to Evan McKnight for the feedback on the shader development, being a sounding board for practical usage of these features, and coordinating with the asset team to ensure that the material instance library was kept clean, and to the asset and level artists who put in requests throughout development and found all the bugs and had patience while I sorted them out :)