
TechArt


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

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
