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My Shaders
Breath of the Wild inspired Toon Shader
Unity LWRP Shader Graph with costum hlsl nodes
Reference:
– Painted Specular Highlights
– Clamped Shadows
– Rim-lighting
Property of Nintendo©
Features:
– Rim Lighting
– Physically Based, but Clamped Shadows
– Painted Highlights
– Self Shadowing & Scene Shadowing
– Influenced by Point, Directional and Ambient Lights
Shader Graph
– Achieved by implementing custom hlsl Unity Shader Graph Nodes
– Modifying the Physically Based Shader Graph
Wind Waker inspired Water Shader
Reference:
– 2 Scrolling Foam Textures
– Solid Colors
Property of Nintendo©
Features:
– Depth Based Color Absorption
– Foam lines on object-intersections
– Primary & Secondary uv-scrolling foam details
– Composite sine-wave vertex-transformation
– Completely hand-written
Deferred Foliage Shader
Features:
– Translucency controlled via a Data Texture
– Fully Deferred without being technically “transparent” meaning -> Correct Depth GBuffer values
– Deferred Path making the simultaneous use of dozens of light possible in real-time!
– Wind Animations:
Vertex Color Data of Models define:
– Branch Movement
– Leaf Movement
– Edge Flutter
PBR:
– Normal, Smoothness, Albedo & AO Map as expected
Ray-Marched Black Hole
Features:
– Ray-marched
– Physically based gravitational pull of light rays
– Fully absorbant Photo-sphere
– All within my own hand-written C++ Raytracer
Self-made PBR Shader
WIP
General:
I want to recreate the Standard PBR Shader that Unity uses, in order to fully understand the inner workings of the Unity Render Pipeline.
Features:
PBR Goodnes:
– Metallic & Dieletric Slider
– Smoothness Slider
Features:
– Albedo + Detail Map
– Normal + Detail Map
– Light Types:
– Point
– Directional
– Spot
Features:
– Forward Rendered
– Light Cookies
– Multiple Lights as either:
– Per-pixel Lights
– Vertex Lights
– Spherical Harmonics Lights