✤ THE LOOK ✤









Picture Book Motif / WaterColor Shader Effect
This is a challenge for myself to recreate the shader effect in "Bayonetta Origins: Cereza and the Lost Demon" The final result contained 2 shaders to achieve its look:
✤ OBJECT SHADER
Ground/Character/Object Meshes in the scene have a shader comes with watercolor like shading - blooming effect[smudges], changeable noise texture(strength + brightness), overlaying patterns(scale + rotation + position), light and shadow, watercolor edges, outline(color), swaying effect(speed), paper type(texture).
Mainlight's shadow map is sampled to apply a watercolor shadow effect. Shadow look can be arrange in terms of intensity(opacity), cover amount, wobbliness.
Variations: For Grounds and Floors | For Objects and Characters
✤ IMAGE EFFECT
It covers the entire screen and is responsible for rendering outline, distortion, and a vignette frame. These effects combine to create a stunning visual representation of watercolor paint gradually fading out at the edges of the screen.
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I design and modelled the whole 3D scene using element appeared in Cereza and the Lost Demon and applied the shader I created.
✤ IN PRACTICAL USE ✤












Realtime effect of the shader applying on a character model.
***3D model Created by Artist @eggutarto (ig)
✤ BREAKING DOWN/ PROCESS ✤

Creating watercolor-like smudges.

About shadow: intensity, pattern, noise

Make the smudges to become more natural.

Applying image effect: outline + wobbly effect

Arrange mix of colors, hue, saturation.

Object shader with overlaying texture, pattern.

Modeled a bouncy mushroom from Bayonetta Origin.

Mushroom

More Objects

Effect Display

Modelling the 3D scene setting.

Applying the shader in Unity.
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✤ INSPIRATIONS ✤
The shader I created in Unity draws inspiration from the games "Bayonetta Origins: Cereza and the Lost Demon" and "DORAEMON STORY OF SEASONS." These games feature a charming art style reminiscent of picture books and watercolor paintings, which beautifully depict cozy and captivating worlds that invite exploration. I was deeply captivated by this style and wanted to recreate the same enchanting effect in Unity's Universal Render Pipeline (URP) through shader graphs.


