For this milestone I looked at cleaning and documenting the Regradable VFX that aligned with a Character Technical Artist. I decided to focus mainly on the VFX that targeted Eli, our main character, directly in one post. This would mainly focus on the:
- Eye shader
- Glitch damage VFX
- Sludge VFX
Eye Shader
Example of Eli's emotion changing with the animations
Debug version of how Eli's eyes work, it uses a face texture that moves up and down to dictate which emotion to display
Glitch Shader
This and the Eye Shader were the two largest shaders I worked on. This one was specifically meant to be used in instances of our character being damaged, and it overlays 5 different visual systems overtop of one another, including noise, glitch lines, chromatic aberration, pixelization, and a hue, saturation, & brightness adjustment.
These systems can be mixed-and-matched or used all together in specific material instances as the designers see fit.
Poison Overlay Shader
This shader was a late addition and basically is used to show some effect is being put on Eli as he walks through the sludge in the levels. Its relatively simple, however it uses a special trick for the gradient so that regardless of the world position Eli is at, the gradient always maintains it's percentage without relying on uvs.
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