I worked on the blend shader for architecture materials on Ghost Recon BREAKPOINT alongside Guillaume Cerdan, Alexandre Vidal & Nicolas Jeannot.
This shader alows artists to add multiple variations to materials using vertex paint. Moss, dirt, leakings and paint can be added to any material, each of them also supports a blend relative to a destructed state.
My work included :
- creating parts of the shader
- creating and setting the materials in the engine
- creating specific masks and destruction for some materials
- creating extended documentation for artists to use the shader
Ingame screenshots are here to show the usage of the materials in the game world.
Thanks to all the material team and my lead Nicolas Jeannot who helped me a lot during all development !