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Cosmetics and Shaders

Palia | Cosmetic Master Shader

While at Singularity 6, I created a robust master shader that is used for all characters and cosmetic items in the game.

Shader Functionality Goals

  1. The shader must be flexible, allowing artists to work directly with the shader to author final looks using a function layering paradigm.

  2. The shader must be scalable, maintaining quality parity from High End PC down to Switch

  3. The shader must be extendable, easily adding new functionality for artists while never breaking previously shipped shaders

  4. The shader must combine both the skin shader and the clothing/surface functionality into a single shader to reduce draw calls.

Ultimate the shader I built supported dozens of explicit functions to achieve a wide variety of grounded as well as magical effects. I was the exclusive author of this shader and all it’s functions.


Palia | Other Shader Work

In addition to my cosmetics team duties, I also supported the VFX, environment, and housing teams with shader and Blueprint scripting support


 Fortnite Cosmetics Shaders

While doing Co-Dev with Epic, I had the opportunity to work on a wide variety of different shaders for skins, backpacks, pickaxes, etc. Most are reactive to gameplay, but that is not represented in this video.