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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:

  • combination of sine wave and noise to modulate vertex height
  • normals are quantized and accented with a rim color to complement the faceted art style
  • two-layer scrolling froth at wave peaks, with subtle darkening of valleys
  • shoreline ripples are calculated using a pre-rendered shadow map

 

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