Underhand Fable - The Swamp: Shader Development

Swamp Water & Bulrush Decal Shaders Showcase

Swamp Water Detail - I

Swamp Water Detail - I

Swamp Water Detail - II

Swamp Water Detail - II

Bulrush Detail - I

Bulrush Detail - I

Bulrush Detail - II

Bulrush Detail - II

Swamp Water Shader Showcase

Swamp Water Shader. It's composed of three main sections:
-Background mud with parallax mapping, that moves slowly
-Water waves, with four different sizes and speeds
-Optional, non tiling bubbles, fading depending on inverse distance from camera

Swamp Water Shader. It's composed of three main sections:
-Background mud with parallax mapping, that moves slowly
-Water waves, with four different sizes and speeds
-Optional, non tiling bubbles, fading depending on inverse distance from camera

Water Shader Complexity

Water Shader Complexity

Snake Fadein Shader Showcase

Snake Fadein Shader. It's composed of two main sections:
-the fade section, which uses a object-space black-to-white mask baked in Substance Painter remapped using a float remap function
-an iridescence effect on the snake scales

Snake Fadein Shader. It's composed of two main sections:
-the fade section, which uses a object-space black-to-white mask baked in Substance Painter remapped using a float remap function
-an iridescence effect on the snake scales

Snake Fadein Shader Complexity

Snake Fadein Shader Complexity

Swamp Bulrush Shader. The main feature of this shader is the water-like noise which is basically a sine modulated by a panning texture

Swamp Bulrush Shader. The main feature of this shader is the water-like noise which is basically a sine modulated by a panning texture

Swamp environment for the Underhand Fable thesis project I supervised this year in IED Milano. I helped my students with technical support and feedbacks, and I developed the most complex shaders for this environment, namely the swamp water shader, the bulrush decal shader and the snake fadein shader. I created the water, bubble and noise normal in Substance Designer (as well as the snake fadein noise texture), and I edited some megascan textures in GIMP to create a suitable texture set for the bulrush decal shader.

Thesis Group:
-Gioia Allievi (https://www.artstation.com/gioy)
-Noemi Brianza (https://www.artstation.com/noemah)
-Andrea Bezzi (https://www.artstation.com/beio)
-Simone Corrado Cordini (https://www.artstation.com/h1dorian)