Particle system
- CPU based particle system ran with the ECS
- Particles have simple depth sorting and rendered separately from the other drawable.
- Emitter editor is complex and has most of the functionality of a modern emitter editor in an engine.
Procedural sky
- The dynamic sky is creating as a screen space effect using rays from the camera and fractal brownian noise to sample the clouds.
- Great to visualize the directional light
- Implementation based on: https://www.shadertoy.com/view/wslyWs
Grass system
- ECS based to render a modest amount of foliage
- Different pipeline to render it, to account for wind and different coloring proprieties
- Wind shader simulates a global wind with noise by displacing vertex data for each grass card
Post processing
- Post processing effects such as:
- color correction, vignette, film grain, screen space fog.
Material system
- Engine and tools integration of our PBR renderer
- Real-time hot reloading textures for materials
- Textures preview