A short demo showing the environment through the perspective of a player.
This demo shows a shader that allows any surface to be covered in moss. This allows for many variants of textures controlled in engine to match the scene.
The alpha mask is created through blending noise at different scales, and the amount of the texture that is masked is controlled by a threshold parameter. This paired with texture scaling allows for easy control of the moss' appearance and placement.
This demo shows a shader made to simulate god rays, giving more control over the visuals of them and reducing required computing power.
The transparency is controlled through a gradient acting as an alpha mask, softening the edges and highlighting near the top. A noise texture is used to create the light beams and can be altered to change their thickness and depth of colour.