Website powered by

Snow Envirioment

Snow + Ice

Snow + Ice

Snow + Ice

Snow + Ice

SNOW + ICE SHOWCASE

Snow + water

Snow + water

Snow + Water

Snow + Water

Snow+Water

Snow Interaction

Logic for Triplanar

Logic for Triplanar

 Logic for blend to landscape

Logic for blend to landscape

Logic for Water Layer

Logic for Water Layer

Normal

Normal

RVT interaction Logic

RVT interaction Logic

Roughness

Roughness

Emissive Color

Emissive Color

Shadow Mask

Shadow Mask

References

References

Snow Envirioment

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.