SNOW + ICE SHOWCASE
Snow+Water
Snow Interaction
Shaders & Materials | Master Material Workflow (Snow Environment)
This project focuses on the development of a unified master material designed to support multiple surface types within a snow environment, including ice, snow, and water.
The primary goal was to build a flexible and scalable shader system capable of generating a wide range of visual results from a single master material. By leveraging parameterization and switch parameters, the material enables multiple features and variations while minimizing shader permutations and maintaining an efficient, production-friendly workflow through material instances.
A key feature of this project is the integration of real-time snow interaction driven by Blueprints. Using Runtime Virtual Textures (RVT), the environment reacts dynamically to player interaction, allowing for surface deformation and footprint-like effects that blend seamlessly with the material system.
Special attention was given to ice rendering, using layered techniques to simulate depth and internal variation. Snow was developed with a focus on reducing visible tiling and improving surface breakup, while water was integrated into the same system, balancing scattering, absorption, and refraction to achieve a cohesive transition between frozen and non-frozen states.
This project emphasizes performance, reusability, and consistency, reflecting production-oriented workflows commonly used in real-time environments.
Key Focus Areas:
Single master material for multiple surface types
Parameter-driven workflow with switch parameters
Real-time snow interaction using Blueprints and RVT
Ice depth through layered/parallax techniques
Snow tiling breakup and surface variation
Integrated water shader (scattering, absorption, refraction)
Real-time optimization and consistency
All shaders and renders were developed in Unreal Engine.