With this project, I set myself a dual objective: to create a stylized post-apocalyptic environment immersed in a swampy area and to do so using Unity's Universal Render Pipeline. Heavily inspired by the Borderlands franchise, I thoroughly enjoyed crafting the various components that make it up. The tileable textures created in Substance Designer form the backbone of the entire modular kit I designed to construct the main structures. I paid particular attention to the terrain, and through the use of three different textures and a fancy custom shader (yes, it's tesselated), I think I managed to recreate a suitable and believable terrain for the setting. All textures, 3D models, VFX, shaders, and post-processing effects are created/implemented by me (with the exception of SSR, thanks to Joshua Lim).
Considering the almost complete lack of advanced rendering tools within URP, I faced quite a few technical challenges to overcome: a global ambient occlusion solution better than the standard pre-implemented SSAO, a solution for screen space reflections (still haven't found a way to apply them to transparent materials to create the ultimate water shader), artifact issues with moving objects and TAA, absence of a solution for volumetric fog/lights, etc. Nonetheless, in a way or another I managed to find solutions for almost all the various problems that arose (some with more cheap tricks, like the fake volumetric fog which actually are billboarded quads with another fancy shader), and I am quite satisfied with the final result.
Concrete with metallic plates
Container 1
Container 2
Trimsheet 1
Trimsheet 2
Metel plates
Pipes trimsheet
Doors and Windows
Wood trimsheet
Bark
Rocks
Ground
Moss