Testing some shaders in my current project. Attempting to achieve a cold and wet feel. ( none of the art is final, im the programmer for this project, not the artist. This is just a code test :) )
Just a small Unity level I put together over a few hours. The task was to program 3 different player interactions.
Just a bit of playing around really. You can create atoms, and they dance to the music ( this is carbon )
So I have been doing some work on my forward renderer ( Just playing around really ), and I have made this rather nice shader from my old crepuscular ray shader. Im planning to make some kind of music visualizer with it :) ( If I get the time )
Over the past few weeks I have been working on a deferred renderer for my new engine. It has support for many different light types, soft shadows, several different materials, and a nice chained post-process system ( things like bloom, crepuscular rays, depth of field and soon SSAO/ambient occlusion). I also completely re-wrote the old model importing pipeline, making it much easier to import models, and their textures.
Further Progress on my Procedural terrain engine thing. I have added more advanced texturing ( based on normal and altitude ). I’m rewriting the current model/material/texture processors to hopefully allow artists to link the materials and textures they want to use from maya directly, to make importing models much easier. I have also started trying to implement deferred rendering.
I have also implemented various post processes such as bloom and crepuscular rays so far.











