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