This video highlights some of the work I did over a couple weeks in Unity while developing a prototype game environment. The scene was constructed from a series of assets from the Unity store. Most of the work on the terrain, water and clouds is mine including the shaders (some great work on the initial shader setup was done by the awesome Ben Cloward) which were completely redone in shadergraph.
For the ocean I did some raymarching for the underwater sand banks (using an SDF texture of the island) to give the illusion of depth and transparency, as well as faking a floor effect at the bottom and sides of the glass using an implementation of interior mapping. I used the SDF texture to also add waves lapping up against the shoreline.
The clouds were modelled procedurally in houdini and are positioned and animated completely within the shader. Using the original starting positions to generate random ID's to offset each cloud randomly in the XZ planes, I animate them over time so that they scroll across the island. Once they reach a certain distance beyond the edge of the view area I fade them out and then move them back to the other end of the scene so that they can loop indefinitely.
The brick shader is a simple procedural built within shadergraph to produce random sizes and colors for each brick.
The waterfall and river were created with a simple SDF and scrolling voronoi texture. The grass and rocks were also made with various noises and all shaders were setup with lots of controls in the blackboard so they could be tweaked and refined in the viewport.