Clockwork Diorama - Unity Proyect

First Level

Second Level

I made a dither shader with Shadergraph. It is only visible when the player is behind an opaque surface (so is not visible). The shader is setup using a custom URP renderer.

I made a dither shader with Shadergraph. It is only visible when the player is behind an opaque surface (so is not visible). The shader is setup using a custom URP renderer.

In the first level I use a water shader made in shadegraph. It uses displacement to represent the waves all over the mass of water. Scene Depth is used to do a water fog/volume absorbtion.

In the first level I use a water shader made in shadegraph. It uses displacement to represent the waves all over the mass of water. Scene Depth is used to do a water fog/volume absorbtion.

The water shader in use.

Clockwork Diorama - Unity Proyect

ClockWork Diorama is a prototype of a Puzzle-Adventure game.

The objective: Reach the egg before running out of energy.
Interaction and walking uses energy, sliding uses half and the fish cookies give you energy.

Made with Unity 2019.4.1 with the universal render pipeline (URP). Modeling with blender and Zbrush, animation in Autodesk Maya and textures in substance painter.

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