Mirrored Phantoms
Contributions
Post Process

PostProcess With Stenima

PostProcess of Hiding
Set Saturation and White Boarder Mask Material when consuming stemina

PostProcess of Blink and Color Offset

PostProcess of Dizzyness
Code of Dizzyness Effect

PostProcess When Put Shard on Mirror

Set Material by Curves
Set Exposure Compensation and Glitch Material When Putting a Shard on Mirror

Shapen and Distortion Shader

Turn on/off PostProcess Shader

Initialization for Postprocess Dynamic Materials
Animation

Animation of Using Flashlight

Animation of Picking Up Brick

Animation of Left Arm

Animation of Right Arm

Blend two State Machine Per Bone

Animation Asset I Made

Set Sound Track in Animation Sequence

Bind Speed Rate with Play Rate
Texture Pipeline
We created a texture pipeline from exportation in DCC to unreal engine, all the material owns 4 textures: Color(RGBA), MRA(RGB), Normal(RGB), Emis(RGB), and created master material for quick importation into Unreal Engine

Master Material For Opaque Prop

Master Material for All Type Asset

Material Instance for Props

Substance Painter Export Settings

Substance Designer Export Settings
Camera Effect

Idle Camera Shake

Walk Camera Shake

Run Camera Shake

Crouch Camera Shake

Fix Flash Light Camera Shake

Use Flash Light Camera Shake
My Textrues Asset
Textures Made in Substance Designer:




Textures Made in Substance Painter:






VFX

VFX for Mirror

VFX for Shard
Screenshots


