Godfall - Custom Shaders

Air Rippler enemy, the concept had the body made of clouds, I wanted to interpret that look while still keeping the shape readable for gameplay. Only responsible for the body shader.

Lava in an early test gym, using vert painted flow maps, a panning distortion map, and distance field meshes for mesh-based distortion. This shader uses a single lava texture set. Black body radiation node was used for colour based on a B&W texture

Additional use case in Sunforge. Enrico Tammekand made the lava textures - https://www.artstation.com/enricot
VFX and heat haze were done by Tuatara and Disruptive. https://www.artstation.com/TuataraGames
https://disruptivegames.com/

Demonstration of vert painting the flow map, and a comparison without it.

Earth gathering node shader. Model/ Base Textures by Victoria Passariello - https://www.artstation.com/victoriapassariello

Wear vert paint auto-masks discolouration and a tattered normal map. Wind by Bruno Afonseca and Joshua Carlos https://www.artstation.com/bruno

Sanctum Holomap

Assets with the corresponding hologram shader will dissolve as it gets close to the holomap itself

The shader doesn't use any mesh UVs, any texture mapping is done via UVs generated in the shader. Point cloud effect by Klemen Lozar @ Tuatara Games
https://www.artstation.com/TuataraGames

The shader doesn't use any mesh UVs, any texture mapping is done via UVs generated in the shader. Point cloud effect by Klemen Lozar @ Tuatara Games
https://www.artstation.com/TuataraGames

An assortment of more custom one-off shaders that I made for Godfall.