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