Shader – Procedural Weather

This is the procedural weather system that I designed for The Last Phoenix. Below is a small video of it in action with one default udk asset. All parameters such as snow and rain can be controlled through kismet and matinee by the level designer. The shader automatically detects which surface is sideways and makes the water flow only on those surfaces. It also detects surfaces that face upwards for snow. This is done so that the level designer does not have to worry about asset orientation in the world. This shader was used as a secondary to maximize player feedback.

Shader on one asset:

Shader on a large scale scene in The Last Phoenix: