The Goal was to achieve a mix of cel-shading akin to something like Legend of Zelda Brewath of the Wild, with a mix of a style reminicent of older cartoons. I used Unit's Shader graph to do this with the new Fullscreen Renderer Feature. The treshholds for the outlines, hatching, and cel-shading are all adjustable in the editor allowing us for very quick adjustments based on feedback. 
We also needed VFX very last minute so I implemented them using the roughness map of one of our materials, a very quick yet effective solution in the end
Expo
Expo
Expo
Expo
VFX
VFX
Lily Pad map
Lily Pad map
Tongue Ability Also used for Map selection (Village)
Tongue Ability Also used for Map selection (Village)
Vocal attack also used for Map selection (Marshes)
Vocal attack also used for Map selection (Marshes)
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