Lighting I have done for the project "The Automatician". I have set up an easy to use lighting pipeline, and have developed multiple tools to speed up the workflow, which allows me and other developers to spend more time on the creative part.
The lighting used in these scenes is completely pre-computed to reduce any overhead during runtime. All objects have custom lightmap UVs, to reduce lightmap sizes, and therefore reduce the overall graphics memory footprint.
I have developed the drawing shader for the IP "The Automatician". The shader is used as a post-process blendable to transform the normal render into something different. The Automatician features certain cinematic shorts that happen inside a diary. Since it had to be realtime, a post-process effect was the way to go.
The shader has multiple parameters that can be tweaked by other developers to achieve the desired result. Important is the high level control, which even allows for an animated effect.
This is the Normal Blend Shader made in Unreal Engine 4. Its primary goal is to remove obvious mesh intersections often seen in games.
By blending the normals, any harsh lighting seams will be smoothed out. This in combination with texture blending results in intersections that are very hard to find.
The draugr transformation shader is used to transform a character from a normal human, into what is called a Draugr.
The draugr has a corrupted metal skin, which spreads similar to an infection. Also included is a magma core, visible through cracks when the Draugr in combat.