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Hey! I'm Steve ^__^

I'm a technically-minded real-time artist most comfortable when blending mathematics, sculpture, and sheer creative effort. 

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šŸŒŠ Ocean Shader

šŸŒŠ Ocean Shader

 

Champagne Shores

A stylized ocean shader for InnerSpace.
Designed to improve style and performance, the surface shading and shallow depth-transparency allow nearly all geometry below the shoreline to be hidden & culled. 

 

Texture warping around islands, obstructions, & other landmasses

Simple vertex Ambient Occlusion bake, can be performed in engine or in separate editor

 Vertex AO: Bake

Vertex AO: Bake

 Vertex AO: Shoreline texture warping

Vertex AO: Shoreline texture warping

 Vertex AO: Motion clamping

Vertex AO: Motion clamping

 

Vertex colors are added near islands via a simple vertex Ambient Occlusion bake. 

This bake defines the transition between the deep & shallow water shading styles, and influences the strength of the texture warping around shorelines.

These areas, and any user-defined vertex painting, are further used to clamp the water's motion, preventing geometry clipping in shallow areas

 
 With pre-pass

With pre-pass

 Without pre-pass

Without pre-pass

 

The shader also uses a depth write pre-pass to prevent self-occluding transparency-sorting errors

 
 

Wave motion is driven primarily by Gerstner Waves (used for the water in games like Uncharted & Dishonored, documented here) along with additional custom noise & further modifications to compensate for the spherical water surfaces of InnerSpace. 

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šŸŒ± Little Ruins

šŸŒ± Little Ruins

 šŸ‘µ Likeness Model for Real-time

šŸ‘µ Likeness Model for Real-time