Underraid Decal System

I was responsible for the integration of the Dynamic Decal System, which was integrated into Unitys render pipeline

The decals dynamically spawn and despawn in the game world, smoothly blending with existing decals

Dynamic Decal System

Underraid includes persistent Area of Effect spells. To visualize these, I integrated a variation of the widely popular Deferred Decals. The Decals can be placed by artists and coders and interact with nearby decals to produce natural transitions.

PBR Decal Shaders

To enable in-house programmers to easily create new effects.

Deferred Decals work in Screen Space, which can be a bit off putting to coders. So I created a Shader API similar to Unitys Surface Shaders allowing new Effects to be integrated during production


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