Quick Studies

This study focuses on shaders and emulating a water shader from Genshin Impact. I have created toon/anime style water shaders before, therefore I wanted to take it a step further and tackle it from a different approach. This shader uses 2 textures oscilating on different Axes to create ripples in the waves as well as featuring refraction. 

I wanted to create a shader that functions more like actual water, by creating the blue colour through the absorption of red-light as opposed to just setting the designated colour. The shader also features a parameter to absorb more light depending on the depth of the ground below, to create a darker blue colour.  

For this quick study, I focused on creating a simple, realistic glass shader that could be expanded upon and altered to change the level of refraction, emulating various lenses for glass. 

The instanced shader allows the user to edit the refraction, roughness, opacity and specular level.  The shader uses parameters to control the desired attribute. Taking this study further I plan to implement more modularity, involving the creation of reflections caused by proximity to the glass and a more in-depth interaction with light in a scene. To achieve the desired effect to create realistic glass lenses, the blend mode was set to translucent, two-sided, raytracing was enabled and the lighting mode was set to surface forward shading. 

This quick study focused on asset production and the creation of destructible assets. To do this I used the fracture settings in Unreal Engine. Using this I tested and created 2 destructible assets using different forms of fracture to create relevant deformations. 

For the jar, I used a radial fracture to emulate that of pottery smashing, giving non-uniform cracks and pieces. The second destructible asset I created was a stool, using a planar fracture to emulate the stool being slashed apart with a sword or weapon.