Matthew Wilde
skilful.bsky.social
Matthew Wilde
@skilful.bsky.social
Visual Effects Developer at Valve
Liquid shader is back for the CS2 charms, this time with not-fake physics and not-fake refraction!*

*it's all fake, it's a videogame
October 2, 2025 at 1:41 AM
The Grandaddy show in Seattle last night, they had a slideshow of old photos taken from various places on tour mostly. The headline got a chuckle from the audience when it popped up. It was followed by a cool horse.
September 19, 2025 at 5:10 PM
The caustics from the interactions come from sampling the buffer again, this time reprojected to fit the underwater geometry from the direction of the sunlight. It has its limits and the fade happens when you approach the edge of the buffer. It's also refracted in the same way as the frame buffer.
June 13, 2025 at 9:06 PM
The blue channel was originally just to add silt being kicked up but ended up used for more general long-lasting interations. It's used to carve out a path in the surface debris and the normal derived from this channel allows us to push the UVs apart a bit so it feels like you're moving it around.
June 13, 2025 at 9:06 PM
Genuine question @dominos-pizza.bsky.social : Is that stuffed crust or classic?
February 13, 2025 at 12:49 PM
We had fun making some rain fx in the new CS2 de_train, maybe I should a breakdown?
November 13, 2024 at 11:39 PM
t'rain
November 13, 2024 at 11:01 PM
More recently I worked on the CS2 water and effects. I hope to share some more CS2 (and other) shader work here (and not there) in the future.
November 10, 2024 at 2:16 AM
I do often tend to work on liquidy things - this was the water test we did at Campo Santo pre Valve move
November 10, 2024 at 1:47 AM
The Half Life Alyx booze / liquid / bottle shader which I worked on at the start of the Covid lockdown and got a ridiculous amount of attention
November 10, 2024 at 1:43 AM