An in-game area showcasing Nathan's environmental effects and island composition. (Base island model and texture created by a teammate)
The waterfalls change color when an object intersects with them, utilizing screen position and scene depth. A custom-drawn texture is used to highlight the effect and match the game's style.
A modeled bush utilizing planes with particular UV orientation that enables custom textures to stylize the environment. A vertex shader was added to give the bush some movement and life.
This compute shader grass was built upon an existing tutorial grass shader customized to allow for custom textures to dictate spawning location and blade appearance.
More Details: Compute Shader Effect Breakdown Page
A custom transparent shader material under the grass creates a more full and painted look when the grass is spawned over the hand-painted environment.
An effect created in the style of the game "Honkai: Star Rail" that was completed in 8 hours including time for analysis, conception, creation, and iteration.
More Details: Style Study Breakdown
All textures and shader effects seen were created by Nathan within the 8 hours.
This video showcases a shader material that imitates an alien eye that constantly follows the player. The material was set up to allow for the center of the eye to grow and change color according to game logic. The eye slowly moves and deforms with a seamless vertex shader as well.
This is a space environment tube created to encase a player's game play and provide a focal point.
This effect was created with a shader on a 3D tube along with a black hole shader on a sphere on either ends.
This shader takes a rendering camera and processes it using two thresholds for color comparison. This material has complete color and pattern customization, enabling a small team to create UI elements quickly while reusing graphical elements.
The background was created with a custom texture and UV offsets.
The shader can take any sprite and render the image onto it. Here you see it being used on a brush stroke environment asset.
Nathan hopes to improve this shader over time, increasing its capability to pick up finer details ideally using a difference in normals rather than purely color differences.
After teaching a team member how to use this tool, she quickly put together cutscenes using them, splitting the screen into shards that displayed different moving angles of the boss enemy.
Each chest has a custom shader that creates a shine around the cracks of the chest. This allows for animations to move the chest pieces while maintaining the same white glow.
To represent different chest variants, these 2D textures were drawn to create different decals. They have a slight customizable outline that glow to make the flat textures pop.
A glitchy environmental sign created with custom textures and manipulating UV values with procedural noise.
A shader is applied to the center of a light model that creates a spinning light effect similar to police car lights. This effect changes with perspective.
A cursed key with a custom self-made texture, model, and animation.
A key variant that deforms the key with a vertex shader while warping texture UVs to achieve an internal electrical glow.
An interactive custom material created with a stylized crack texture. It was created with gameplay interactions to have the texture move and cracks glow to represent a living corruption.
An application of the corruption material onto other self-made 3D elements. This is paired with another moving texture for a base body.
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