Nathaniel Cover's profile

Nebula, art and shaders

This project is a work in progress
New Atmosphere shader (above) atmosphere shader depth mask (bellow)
I joined nebula on the 3D team but ended up moving over as the technical artist and developed a few key aspects of the game's visuals. I developed the terrain shader that masks in materials for the different biomes to allow for better visuals with being able to mask in normal, roughness maps etc, as well as assigning height values to different biomes for more interesting terrain. I also developed the water shader and with it a normal map tri-planar projection sub-shader to properly tri-planar project normal maps for the terrain and water shaders. I also developed the atmosphere shader which uses scene depth to create a mask on intersecting objects within a sphere which it can then use to apply an internal, as well as external fresnel creating a hazy gas like effect around the planet and on its edges and the cloud shader which uses custom tri-planar mapped procedural noise that is layered to make a kind of volumetric like effect that then slowly rotates and deforms around the planet.
Other then shaders I also made all the biome ground textures, the 3d assets where made by James Allison.

Team Members:
Trent Lewis (Team Lead)
Kenzie Lindgren (UI/UX Lead)
Alex Cline (UI/UX)
Kyle St John (UI/UX)
Sophie Orlet (2D Team)
Jamie Wunning (2D Team)
Steven Drovie (Programming Lead)
William Nomikos (Programming Team)
James Allison (Art Lead)
Nathan Cover (Technical Art)
Nebula, art and shaders
Published:

Nebula, art and shaders

Nebula is a kid-friendly educational planet creation game made by students of Bradley university

Published:

Creative Fields