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KZM (PSVITA) Shaders - Misc

These are a collection of miscellaneous texture sets I was involved in making for Killzone Mercenary. Some of these will have been drawn from scratch and some were repurposed or rebalanced from other Killzone material libraries.
In general shaders on KZM had to be exceptionally cheap, every shader operation counted and something like a lerp between two textures was non trivial for expense. As such we did everything we could to drive shaders by a small number of well authored textures with the minimum amount of shader instructions. Virtually all tiling environment textures were 512x512 to keep memory budgets down.
One thing we were able to do was selectively apply screen space reflections to specific shaders, though this was a very approximate algorithm it had a big impact, particularly for a handheld.

These three rock textures covered the majority of rocks in the game. They were vertex blended between clean, mid and busy levels of detail respectively

These three rock textures covered the majority of rocks in the game. They were vertex blended between clean, mid and busy levels of detail respectively

These are some additional more organic textures that got a lot of use. The debris pile is creating from some building block assets that were baked down and made to tile.

These are some additional more organic textures that got a lot of use. The debris pile is creating from some building block assets that were baked down and made to tile.