Material Breakdown and Fissure Area

Work In Progress / 10 February 2020

Here is a breakdown of how my vertex displacement shader is messed up. This current version is meant to work with more natrual tileable textures. As every layer is worldspace and triplanar projected. I may make a variant in the future where the base layer has local UV space but all others are still worldspace.
Mater material graph.

A little zoom in on one of the channel setups basically all 4 are setup the same way.

Instance parameters for swapping out textures and controls like tiling, height/normal/spec sliders.
Example of painting the shader.

Also did another pass on general atmosphere light and colors. I want a nice contrast between cool blue of the water and fog and of the warmer sands and general gameplay areas.


Onto the worldbuilding end of things started on the Fissure area of  the map. Which has a little bit of a different feel and different rock placement style than the opening rocky cliffs. The motif of this area is more jutted out spikey cliff rocks around the player areas and off in the water vista areas. 

 Rocky Cliff

The Fissure

It sometimes narrows in areas and the rocks are placed in a way to give a more aggressive feeling.