Powerspheres
Features
- Noise generation
- Perlin noise and derivatives:
- Fractal noise and curl noise
- Seamlessly tiling noise
- Dynamic grass generation in geometry shaders
- Shape controllable by various parameters: no. of segments, height, width, curve.
- Quasirandom placement controllable by density slider, one-channel mask, and subdivision into grids
- Reacts to player movement and wind
- Supports LOD simplification
- Leaf-like particle system
- Can be picked up by wind
- Rendered billboards align to trajectory
- Wind system
- Supports arbitrary wind data fed in from a texture
- A few controllable parameters such as wind speed and frequency
- Dynamic wind generated by player movement
- Water
- Water simulation with heightmaps in compute shader
- Simulation supports arbitrary water boundary, extracted using overhead stencil prepass
- Water surface shader with runtime-computed normals
- URP-compatible shaders
- Distance-based shading / material swapping
- Simple Cook-Torrance shading using Lambertian diffuse and Blinn-Phong NDF and combined fresnel-visibility approximation for specular
- Default URP GI shading for indirect
- Post-processing effects in compute shader
Demo controls
Mouse+keyboard
- Right/Left mouse buttons: Pick up or drop sphere for corresponding side
- WASD / Arrow keys: Movement
- Mouse movement: Look
- Space: Jump
Controller (Xbox)
- RT/LT: Pick up / drop
- Dpad: Movement
- Right stick: Look
- Y: Jump
Digital art concept
Title & concept
Hidden miniature worlds
Explanation of concept
A colorless, formless world is gradually revealed by interacting with miniature spheres found scattered around. Each one, a tiny world unto itself, when released, will fill the outer world with its influence.
It is possible to control each sphere independently and observe the combinations of effects possible under their influence. However, to suit traditional control schemes, this demo only allows moving two each time.