Windows shader
I designed and implemented a semi-procedural window shader. The goal was to give artists a powerful, non-destructive tool to turn simple building models into detailed, dynamic structures.
The shader is built with flexibility and artistic control as a priority.
Key Features:
- Procedural Grid Generation: Automatically creates a window grid on any mesh surface. Artists can control the number of windows (horizontally and vertically), their height, width, and tiling, allowing the shader to fit any building scale or shape.
- Dynamic Lighting Simulation: Creates a "lived-in" feel by procedurally animating windows turning on and off. Key parameters are exposed:
- Animation Speed: Control the rate of change for the lighting patterns.
- Occupancy Rate: Adjust the percentage of windows that are lit versus unlit at any given time.
While I was responsible for the shader implementation, its execution was a team effort. I'm grateful for the fantastic collaboration with my colleagues at 1047 Games.
Efrem Pivetti
https://www.artstation.com/efrempivetti
Federico Brunetti
https://www.artstation.com/federicobrunetti