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Blotch Unity Lit

A fancy take on 'painted' stylized look, where colors are blotched over surface rather than brushstrokes. Uses cell + perlin noise to manipulate UVs that sample color and normal maps to bend color and light to create variations of color in a single silhouette. Colors are further refined by LUTs on material level.

Godrays are created with imitation volume using difference of scene z- and screen space z-depth, further refined with depth intersection to soften the edges intersecting with the environment.

Godrays are created with imitation volume using difference of scene z- and screen space z-depth, further refined with depth intersection to soften the edges intersecting with the environment.

Usage Example - using normal map to affect light and therefore, variations of color in blotches, further refined by LUTs.

Usage Example - Posterization and how art directable it is with LUTs.

The blotches are made with using cell noise sampling bitmap and the distance of cell disturbed by fBm perlin noise.

The blotches are made with using cell noise sampling bitmap and the distance of cell disturbed by fBm perlin noise.

Step-by-Step of shader breakdown.