Roles: Shader Developer, Texture Artist, Environment Artist
Production Team Size: 12
I developed this splat system for HeroStar as a way to add variety to our environments without authoring more textures and models.
As a small team on a thigh budget, this tool was meant to be a force multiplier for the environment artists and level designers,
The shader I developed used 2 sets of PBR textures, the base building set, and the effect set. Different planets could have different effects, form ice to overgrown, or just muddy.
Using shader branches I also had options for triplanar or UV mapping on the secondary texture set. This allowed us to have secondary color schemes or states for each set of building textures. At run time you could adjust the vertex paint to show a version of the building with damaged walls and smashed windows.

