UE5 - Aerondight Cave - Shader & Effects - A collaborative environment study with my friend Matt Cexwish.
In order to add more life to our environment, we needed a couple of specific shaders and effects. I have created setups for dynamic water, local fog, emissive foliage, material blends driven by vertex color input and particle effects for falling leafs to suit our needs.
Based on Jens Fiedler´s 'Sword In The Stone' concept https://www.artstation.com/artwork/w8qLyO.
Special Thanks to Alexander Bräunig, Mark Hans and Mario Carlino for their valuable help and advice.
To create a sense of the outside world, we have added particle effects for falling leaves and sand as well as wind effects for the vegetation.
For the cave ground we needed a more dynamic local fog solution to further set the area apart from the other zones.
In order to achieve the "lit from below" look of our reference, I made a customizable water shader with emissive properties.
Tweaking the emissive strength of the plants is reflected in the lumen light propagation after a short while.
The "Witcher Camp" location is revealed by the flickering light of a cozy little campfire.