Navigation
What would you like to see?
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
Complete Graph Get Main Light Custom Node Main Light Interpreation Calculate All Lights Subgraph Shadow Ramping Addtional Lights Custom Node
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