Daniil Spivak
3D technical artist with 10+ years in games, with credits on AAA titles for studios such as id Software, 343 Industries, Ubisoft, Gearbox and BioWare. Write-ups of Unreal Engine materials and shaders (toon, snow, ice, glitter, translucency, post-process outlines) whose techniques carry over to Shader Graph. Also learning Unity.
- Borderlands shader (and textures) (Unreal)
Unreal Engine: how to build a Borderlands-style cel-shaded material and its textures. The toon and outline ideas port to Shader Graph.
artstation.com · Aug 2025 - Slime Shader: Fake Translucency (Unreal)
Unreal Engine: a jelly-like translucent look from a fully opaque material, using fake subsurface shading in emissive and World Position Offset for internal depth.
artstation.com - Ice material (Unreal)
Unreal Engine: an ice shader from layered bump offset, parallax occlusion for the cracks, depth gradients and a Fresnel edge.
artstation.com - Glitter shader (Unreal)
Unreal Engine: view-dependent sparkles driven by a custom texture whose channels hold each sparkle's normal, trigger angle and mask.
artstation.com - Sparkling snow shader (Unreal)
Unreal Engine: snow whose flakes sparkle as the object rotates and react to scene lighting, so the glitter fades in shadow.
artstation.com - Setting Up a Detailed Snow Shader in Unreal Engine 5 (80.lv)
Unreal Engine 5: a written breakdown of the sparkling snow shader, with the material setup.
80.lv - Fallout-inspired VATS post-process material (Unreal)
Unreal Engine: a target-highlight post-process combining an outline, Fresnel glow and holographic scanlines.
artstation.com