Friday
Nov072014
Massive Chalice work
I just wrapped up some VFX work for Double Fine's Massive Chalice. Check out the Early Access trailer!
Along with battle, weather, and impact effects, there was a fun amount of shader work to be had. The game's unique art style needed a matching look for the levels with water. The shader below uses a few techniques to accomplish it:
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combination of sine wave and noise to modulate vertex height
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normals are quantized and accented with a rim color to complement the faceted art style
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two-layer scrolling froth at wave peaks, with subtle darkening of valleys
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shoreline ripples are calculated using a pre-rendered shadow map

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