DF/WPO Mesh blending shader technique instead of manual sculpting, with decal breakups
INFO
Recently, I've been working on upgrading mesh blending in Unreal. This was achieved through a custom mesh blending shader and decals.
- My goal was to minimize the effort and time required to build these rocks, while also optimizing performance.
- I used the Distance Field with World Position Offset, Transition Offset, and Transition Intensity, as well as RVTs for ground blending when necessary.
- No external tools or assets used; all 3D Models, textures and shaders were created with Substance Designer and Unreal Engine.
For Lighting and Color Grading:
- PBL-based sunset lighting setup – Lumen
- Color grading achieved with LUTs in DaVinci, then exported to Unreal Engine
- Used Unreal VCam for motion capture to enhance realism