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TechArt

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Water Shader

DepthFade Subgraph

Screen position & scene depth to determine the distance from camera

Glowing Foam

DepthFade to read object position & scrolling noise as mask to imitate water surface foam

Outer edge glow effect according to object UV map

Refraction Effect

Noise effect on screen color according to screen position

Scrolling Subgraph

Sine time to push tiling & offset, imitate the tide swaying

Water Caustic

Voroni w Noise map & sine scrolling to imitate water caustic

Glowing Water Lily

Fresnel Glow & emission as alpha map.
Cosine offset to vary from water movement

Screenshot 2024-09-07 010354_edited_edited.png

La Piccola Luna

Little Moon

WaterFall

Spline mesh and material seam not consistent

Dissolve effect on dynamic material instance

Any part of waterfall material that overlaps with the cube vanishes, and the bound has a edge falloff that looks like foam

Custom material instance parameter

Waterfall Material

Waterfall Blueprint

Camera effects

Zoom in/out when player aim

Camera change unpon interaction

TODO:

camera change vid

cat follow code

idlewalkrun state machine

waterfall spline

Player & physic

Hair is rigged, weightpainted w collision to simulate physics

cat following player

Animation state machine

Animation Blend

Material & Shader

moon shader

performance optimization: using Sine or Cosine in materials to achieve idle movement & rotation instead of animation for better performance

Movable Object

Player moving book object

Custom trace channel

Attach to camera(collision with player)

Simulate physics when detached ( snapping back to original picked up location ? location lock )

Animation on important interactables

Interactive UI

UI that reflect player ability state & active state

2d HUD that faces player

VFX Niagra

particle following spline

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