Real time shader study of a watercolor painting of an archway. I loved the contrast of warms and cools, graininess, depth, and strong linework of the original.
1) Mock-up of the mesh (Houdini)
2) Paint the colors (Substance painter)
3) Create grainy/water color paper textures (Substance Designer)
4) Multipass Unity shader:
a ) Slight gaussian blur
b) Lines using Roberts Cross operator on depth and normals, modulate line thickness based on distance and break up with triplanar noise, slight domain warping to further reduce straight lines
c) Finally blend grainy textures using a kind of add-sub operation (similar to a film grain shader), to both lighten and darken the image