Since we were a small team, we need quick ways to build the city, I created many shaders that got us a lot bang for buck when it came to achieving the Art direction. I had the responsibility to do a lot of the art side of the tech-related things, like shaders and building the city. The art director, Ben Matthews, also generated a lot of the tools and tech for the project. I want to thank Kieran Goodson for doing a lot of the art and planning for storefronts in the city.
The window shaders could be directly adjusted in the Blueprint, which was very useful for lighting and Env Art as they worked in the city.
I created a Shopfront Packed Level Blueprint with some logic. This reduced the amount of Material instances and quickly swapped colours and window emissives/cubemap throughout the city. It also had the option to use mesh for interiors.
Building window shader
There is a flicker in one of the cube map channels that has a random chance to be one. This emulates a TV screen.
I created a separate shader for abandoned buildings and alleyways that used a bump to fake chipboard in inside the window. The shader randomly transformed the UVs to randomise the smashed glass.
I made some tarp assets for scaffolding thought out the city using Marvellous Designer and Unreal engine shaders. Some had WPO and some used animated normals when we needed the performacne.