15:30 - 16:30
In this talk, Ziga will try to convince you that if you are not already creating custom shaders for your game, you should. He will also argue why visual node based definition of shaders is better than writing them in shader language. So, artists, don't fear, we won't be writing code. Ziga will give cool examples of how we are using different techniques in the game Grounds of Glory;
we will go through material layering, material inheritance and how to create animations and visual effects in node based shaders. He will also talk about tricks that allowed them to reduce iteration times. As game developers we should use programmable GPU to full extent. With node based shader editing available in both Unreal Engine and Unity, shaders can be created by artists as well.