Phyllis is a watercolor-inspired city based on a passage from Italo Calvino's Invisible Cities. Drawing from the original text, I wanted to create a light-filled environment using a watercolor shader built with Unity's Shadergraph. 
The game is a short walk-through emulating a storybook design, focusing on immersing the player in a light-filled city. To create the watercolor style, I focused on emulating the light/shadow distinction that is most common and distinctive for the medium. I created hand-painted textures in Procreate and used them as the basis for the shadow distortion and texturing. 

​​​​​​​Play here
Progress images in developing the watercolor style
The watercolor shadows were based on a method in Cyanilux's shader tutorial, found here. I also built an edge on the shadow to emulate buildup at the edges of strokes, using a linear burn blending mode to increase the contrast. 
To emulate watercolor's transparency on white paper, I used screen-space depth to fade objects into the background, and used as little texturing as possible in lighter areas while populating shadows with textures. Screen-space outlines are added in post-processing as well. 
In the future, it would be interesting to experiment with painterly ambient occlusion, a better edge detection method, and post-processing smudging effects. 

Initial concept art sketch, focusing on establishing color palette and lighting.

In engine screenshots. All models were created in Blender with animation from Mixamo.

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