Material artist: https://www.artstation.com/robw
Procedural technical artist: Philip Hunter
I was responsible for applying sand on characters with specific implementations for heroes and civilians as well as sand dusting on the environment. Hero characters use a post composite shader. However, civilians were an undertaking that required creating sand shader variants, branching every affected civilian material in the chapter, and applying overrides across multiple systems. I achieved this with scripting but also heavy collaboration with Design, Dev Support, Tech Anim, Gameplay, and Character departments.
I created the sand dusting decal shader using Robert Wilinski's textures and collaborated with Phil Hunter who scattered these across the city (along with the sand tire decals) and authored the volume data to determine where sand would be applied, as well as some help from Harrison Eilers for the projection. We all received helpful tech, support, and advice from the rendering department to achieve this!