HLSL Corrupted Fog

HLSL shader of the fog placed on a curved plane mesh

HLSL shader of the fog placed on a curved plane mesh

Faster and more distorted HLSL shader

Slower and darker shader

Shape variations

Shape variations

Singular examples animated

The basic shader is highly customizable. Noise, gradient, speed, etc. can be changed. A view of the custom particle system.

Changed shader to more poisonous color is placed in the level

For 2 years I worked on a beloved THQ Nordic IP project that was not released. For Project 5 I created both combat and environmental VFX in pure HLSL code in a proprietary engine.
One of the special VFX was an air substance that looked dangerous, mysterious and heavy at the same time. This should be a highly customizable and modular VFX to be placed around the grim level environment. For this task I designed a HLSL shader with a dark base, but also with a bright moving gradient. The noise, gradient color and mesh base can be changed to provide a flexible effect that will fit any asset composition. This corrupted fog goes along with the corrupted ground, which I posted here https://pyrrhulla.xyz/projects/RK61Yr Texture basis was created in Substance Designer.
A shown feature for real-time tweakable values such as speed, color, distortion, etc. is part of the custom particle system created by graphics programmer Jan Enders https://aldurethar.github.io/

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Date
May 8, 2025