Winter Assets

Hello!
I’ve been experimenting with high quality “winter” shaders for quite some time now. I try to make those shaders as flexible as I can, so multiple versions of the same effect can be easily created. Anyway, I share some screens with you and I hope you’l like it.
I’ll update this thread as other tests are finished (I’m not sure if I’m the only one who can spend hours on tweaking some random parameters to make a perfect shader:) ). I’m about to finish a snow shader.

Frost shader (Material function):

Full gallery: http://imgur.com/a/Bzig6#YuiCkrq

Any feedback and comments are appreciated.

Michal

I’m sure you are not the only one. :smiley:

Very beautiful shader!

Very realistic. I can easily visualize changing color for other effects. Green: Moss or Fungus growth. Pink or Fleshy: Cancerous, Tumorous, Disease Growth. Gray: Stone Gaze Petrification.

Or even purple for some lich type magic that infects the landscape. Looks awesome man, keep it up!

That’s awesome! Mind sharing how you achieved this effect?

That looks great!

That’s a good idea. I’ll make color tint parameter and post it later. Thanks.

Sure. For the frost pattern, I’m using 2 black and white textures with different coordinates so they blend nicely. They work as an input for Base Color, Roughness and World Displacement (after some processing and masking). The displacement is connected with object normals so it is always perpendicular to the surface. “A growth” can be easily controlled with single parameter. I used Perlin noise sample texture and Quixel nDo to get the normal texture. The most difficult thing is to make unified parameters that control entire shader. That’s why there are lots of Lerp nodes. This is a material function so you need to add this on a top of each shader where you want the frost (change material to use attributes). The function overwrites most of the material inputs.

Very nice work m.orzelek! Thanks for sharing with the community.