Invincible VS - Character Shaders & Modules

On the project, I was responsible for refactoring the existing character shader to improve functionality, performance, and capabilities. This resulted in rendering savings of 30% while also enabling a more organized workflow for artists. All of the following shader features were shared across all characters.

Used with permission from Skybound Entertainment. All rights reserved.

The above surface effects functioned as "Reward Skin" options and had to apply to all 22 characters while working easily with multiple color options. The "Prestige Skin" shader module supplied functionality for all 3 visuals: Cosmic, Rift, and Distortion.

Gameplay visual of the "Cosmic" prestige skin. Multiple parameters allowed us to fine-tune as needed per character.

Gameplay visual of the "Rift" prestige skin. Multiple parameters allowed us to fine-tune as needed per character.

Gameplay visual of the "Distortion" prestige skin. Multiple parameters allowed us to fine-tune as needed per character.

The censor effect for Rex Splode's "Towel" skin had to work in any context where players could see under his towel. This victory screen is one of the main contexts we needed to apply the censorship.

Shader parameters provided tuning as needed.

Another common context where players could see under the character's towel was during his Ultimate.

The animated Heart pattern effect used the "Micro Pattern" shader module. The same module was also used on Ella Mental's diamond sparkle.

Ella Mental's diamond sparkle effect used the same shader module as Rex's animated heart pattern. The goal was to create a single system which could provide a variety of effects for all characters.

The "Super Armor" effect had to work on all characters.

Gameplay video of the "Super Armor" effect being used on multiple characters.