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Unity Shaders and technical art : project soul sower

Soul Sower is a small farming game made in 3 months by a team of 6 first year game design students in 2024. I was responsible for everything related to technical art : shaders, vfxs etc , as well as most of the level art in Unity and a lot of gameplay coding. Most of the actual 3D modeling was done by Lucas Larrey and Geoffrey Voineau.

https://nathan123456789.itch.io/soul-sower-demo

Water Shader demo. The cool thing is that it uses a flow map (made in substance painter) and therefore is able to follow the river's path correctly.

Stylised water shader graph. It includes the usage of a flowmap
and depth-based edge detection.

Stylised water shader graph. It includes the usage of a flowmap
and depth-based edge detection.

Grass Shader demo - see how the grass moves when the player runs through it.

Grass shader graph. It includes Player collision , Wind displacement , and world color variation.

Grass shader graph. It includes Player collision , Wind displacement , and world color variation.

Magical Stairs that react to the player's movements

Stairs vertex shader : The whole mesh is entirely reconstructed inside the vertex shader using UVs and vertex color alone. I can control each individual step's size and position inside the shader,and make it react to the player's position for example.

Stairs vertex shader : The whole mesh is entirely reconstructed inside the vertex shader using UVs and vertex color alone. I can control each individual step's size and position inside the shader,and make it react to the player's position for example.

Dynamic gear system

growing plant animation using blender shapekeys

Dynamic day-night cycle