Structures with branding applied. Shader uses a branding texture for color and worldspace masking for dirt and damage. Modelling credit to Ethan Scheu for most of these exterior structures.
Alternate brand texture.
Preview animation of structures with different brands applied.
Fleet interior palette. Set up with multiple color options for artists to use.
Alternate color treatment.
Preview animation of some of the color options available.
Underworld palette variants. Modelling credits to Sid Moye for creating this huge set of tunnels and pipes that needed perfect UV layout to work with the shaders.
Alternate color treatment.
Color option preview animation.
Facades and storefront variant colors/brands.
Alternate colors and brands.
Facade variant animation.
Destiny 2 Shader Variants
In creating a game of Destiny 2's scale, we needed to find ways to extend the life of the content we built. Because the game is huge in terms of real-estate and my team size is relatively small, sharing and re-using assets is critical.
In this post I wanted to show how our environment art shaders are set up to maximize asset reuse while retaining flexibility for artists to create unique looking areas.