Shaders that I worked on. (No assets, only code)
Water shaders optimized for some mobile usage. Supports reflections through reflection probes and refractions. Toggleable options to tailor performance/quality. Ability to modulate colors through gradient and also water muddines & crisspness. Ocean shader is based on few gerstner waves.
20231009_142213.mp4
UI Controls
20231009_142135.mp4
Shader + script that allows creations of semi-interactive mud, snow, skidmarks etc. Works by writing to red-channel of intermediate texture, raycasting and converting the hit to UV space and then using that data to move vertices, alter normal map and albedo. Featuring options to change the strength, size, ray distance, and also natural "regeneration" or further "degeneration" of mesh in time. Vertex movement can be disabled if our platform is computation starved.
standard.mp4
regen.mp4
Allows automatic smooth applying of second texture based on direction vector and normal vectors of the mesh. Useful for dirt, snow etc.
painter_basic.mp4
painter_direction.mp4
Applying inner or outer glow to a mesh, useful for fast fake lights, special effects, marking/selecting objects by hilighting them.
20231009_142627.mp4
This was created to approximate unity standard PBR shader but taking some shortcuts in terms of being PBR "correct" in order to gain on efficiency on really old, mobile platforms. It allows easy extenbility to more lights and customization.
On the left Unity standard on the right the Fake one
On the right Unity standard on the left the Fake one
Support of standard PBR game meshes (normal, albedo, metallic, roughness maps)
Typical toon shader with outline rendered by pushing backfaces, allows adding additonal rims and steps for achieving different effects.