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Shader Study [Unlit] - Calm Meadow

the technical project used to develop an understanding of shader creation

skills learned; runtime virtual textures, shader + vertex color based cell shading, 2d/3d scrolling texture samples, world normal blending, stylized water shader with interests calculated at runtime + depth fogging + caustics shader function, and a bunch of stuff with noise texture samples, scene profiling, and optimization

most anything in the scene is rendered unlit excluding the water and clouds.

made in spare time outside work.
runs at 120fps/8.33ms (fps cap)
spec; 2080s| i9 10th gen|32gb ram

addressing values and sky A

addressing values and sky A

addressing values and sky B

addressing values and sky B

video

hd screenshot A

hd screenshot A

hd screenshot B

hd screenshot B

flowers~ 
shared functions with grass color based on a noise map that blankets the whole scene and is used to drive the hue at the shader level

flowers~
shared functions with grass color based on a noise map that blankets the whole scene and is used to drive the hue at the shader level

dot of vertex normals & light vector to calculate fake shadows on unlit

dot of vertex normals & light vector to calculate fake shadows on unlit

full shader pivot from stylized PBR to unlit+added wind over landscape via scrolling textures

full shader pivot from stylized PBR to unlit+added wind over landscape via scrolling textures

fully procedural water closeup (with old stylized-pbr grass)

fully procedural water closeup (with old stylized-pbr grass)