GPU Heightfield Architecture: Uses a dedicated top-down orthographic render pass to map dynamic character interactions into a 1024x1024 feedback buffer.
Optimized Vertex Displacement: Driven entirely within Shader Graph/HLSL, displacing geometry based on world-space coordinate mapping to maintain high frame rates even on dense meshes.
Temporal Decay & Melting: Implemented a custom feedback blit loop handling real-time footprint dissipation over time.
Art-Directed Surface Shading: Integrated triplanar mapping, procedural sparkle highlights via view-dependent Fresnel calculations, and subsurface scattering simulation.
A production-ready interactive snow simulation designed for survival-horror / winter exploration environments. Features zero-CPU-overhead vertex displacement, persistent temporal footprint decay, and high-fidelity micro-surface shading.