HAPPY BELATED PRIDE MONTH GAMERS!!! 🌈🌈
I hope everyone had a great June! Honestly all the environment stuff is kinda blending together so I'm not entirely sure "what" I worked on this month, but I have a bit of an idea.
I spent a pretty good chunk working on WATER. I'm still experimenting style-wise but as of right now I've got some nice smooth refracting/reflecting/whatevering that's more than serviceable for my needs. Might make it a little shinier/toonier but otherwise I'm happy with it.

Before that I was working through age old debate of using terrain meshes or Unity's built-in terrain system. I'd been using the former up until now, but I started running into some roadblocks that made it just way too much of a hassle to hop back and forth between the modeling program and game engine, so I gave Unity's terrain one last shot.
I heavily customized the shader to support stuff like triplanar textures and height-based blending, but eventually I got the result I wanted! I'm now using a combination of the built-in terrain system and just covering it with rock meshes so it doesn't look like complete trash. I'm still working on that last part, but I was able to remake like... a month's worth of work on terrain meshes within a couple days in the terrain engine, so... definitely worth it.

Lastly I worked on waterfalls! I'm still working on them actually, but I found a style I'm pretty happy with (points to top picture). The direction I'm going with them is what's making me want to make the water a little more stylized, but I'll probably move onto more terrain stuff before I get back to that.
Anyways, short update and it's mostly just shader/pipeline stuff but I feel pretty good about where things are headed! Once I'm done figuring all this workflow stuff out and actually putting assets/foliage down I can start making the level actually look good (who'da thought?). But in the meantime, please enjoy these muddy terrain WIPs 🌛
Catch ya next month!
Jordy