On this page I'll list some of the work related to Aragami 2 that I've done
On this page, you will find all the information related to the vegetation system I wrote for Aragami 2, including:
Vegetation instantiation
Vegetation interaction
SSS
Optimization
I was in charge of making the skin customization system for aragami 2, hop into this page to find out how it works, and how it reduced texture usage in nearly 700 textures!
Sadly this effect didn't make it into the game, but this was a type of enemy that would have had 3 behaviors: Idle, chase, and explode. One of the key features of this shader was that it had to be able to interpolate between any of those stages at any given time.
The request was that because of the narrative those crystals have a soul trapped inside of them. The gems needed to feel full of power and have the soul move inside.
The cool side of the effect is that this is no complicated Subsurface scattering or something like that, a simple fresnel effect on the emissive and a bit of trickery to make it move around in 3d.
Those are the same gems as in the post above but raw, before being extracted.
I wanted to make them similar so the player could associate the two objects but different enough.
To do so this is the same effect but with the moving fresnel stationary and instead of the classical "sphere" shape that the effect gives, I had to deform it to stretch along the Y-axis of the gem and make it shine more when you are perpendicular to it.
**The light blue ones are my shader and the plain white ones the stock texturing on them.**
This is an effect I showcased for a portal in aragami. The idea is that with my shader the player was able to see the other side of the portal as if it was a true 3D portal.
To do this I wrote a small script that allowed me to render a cube map from any position and then feed this into the shader and project it on the outsides of a sphere with its normals fliped so that it seems that you are looking into it
Those are the same gems as in the post above but raw, before being extracted.
I wanted to make them similar so the player could associate the two objects but different enough.
To do so this is the same effect but with the moving fresnel stationary and instead of the classical "sphere" shape that the effect gives, I had to deform it to stretch along the Y-axis of the gem and make it shine more when you are perpendicular to it.
**The light blue ones are my shader and the plain white ones the stock texturing on them.**
Once again SSS comes to save the day, this effect also is based on the subsurface scattering I already talked about, but only for the lighting, on top of that I sample from the depth texture to draw the silhouette of what is behind the paper panel, for gameplay reasons, the player needs to be able to see a bit through these walls and this is how I achieved the effect.
This effect is the one that gave me more headaches though, first of all, because the SS and see-through effect only could happen on the paper side of the texture and not all over so I had to mask it, and also because of the depth effect the paper panel itself had to be transparent so tunning it to not be drawn below or over fogs and all sort of effects was really hard.