Rain system I created for Fable Legends
was meant to be part of Season 2 , as such it was never presented to the
public.
The Idea was to create something that
is very easy to apply in this case a single element that can be dropped in to
level and change the look of environment from sunny to rainy with minimum
editing requirement. This way Rain could be applied on existing game levels without
need of re-editing it.
This was achieved by breaking rain in to
several elements:
-
Environment
screen post-process shader that override output on screen base passes to make
things look “wet” .
-
Simple modification to master landscape material that
generates paddles based on landscape material high-map.
-
Colour mapping adjustment to create mood.
-
Full screen post process “blendable” material that
creates rain features (splashes, water rings, rain curtains).
-
Also there is simple tool that helps to define “dry
areas for caves and indoors with minimal editing. In this approach there was no
particle system in use.
Here is example of how scene looks with and with out rain system active
Effect breakdown:
1. Enviroment postprocess changing Roughness , Base colour and Normal Passes to apply "wet" look
2. Generating Paddles, bellow example of 3 difrent intensity settings
(paddle water is actually "running" down the slopes, base on terrain normal direction)
4. colour mapping addjustment to created mood
5. adding rain features via full screen belndable material.
Final Result: (all of above combined together.)