Envrionment Special Effects Shaders


Sponge Shader (Unity 5)
Sponge shader and an accompanying Substance. Substance settings allow for almost any type of sponge/foam material. Shader has various tessellation and wetness settings. Top image is lit geometry with the four output textures from the substance. Middle image is the applied Substance and shader with the shader's Wetness setting at nil. Bottom image shows the Wetness setting at full. If I were to work on this more I'd implement occluded reflections and wetness maps. The shader was designed in Shader Forge, and the Substance was designed in Substance Designer. The geometry is standard Unity primitives. The shader and Substance are my work.
Artic Shader (Unity 5, DirectX 11)
Artic water shader that relies on tessellation (and normal reconstruction). It uses voronoi noise blended with perlin noise to create the wave height-map. It also uses a 4 step fade-in-out (same principle of flow-map shaders) to simulate the choppiness of near-frozen, calm ocean-water. The drawback of the tessellation in this instance is that stepped-artifacts are created on the creases of the waves, but I minimized it by running a blur across the voronoi noise to soften the waves' creases. It requires tessellation-enabled hardware (not mobile), but it's fairly cheap overall. Tessellation complexity and falloff can be changed, as can the wave height, speed, and color. Credit for the sky goes to Unity Technologies (from their free Viking Village asset). Everything else in the scene is my work. The shader was designed in Shader Forge.

Glass Shader (Unity 5)
Just a simple glass shader. It takes advantage of the new reflection probes featured in Unity 5 to provide mostly-accurate reflections without much hit to performance. It also has Fresnel light collection near the edges, but it's minimal. It does not refract light, but that's a limitation of real-time rendering. The shader was created entirely in Shader Forge. Environment is from Unity Technologies' Viking Village.

Spherical Portal Shader & Effects (Unity 5)
Portal system that requires a depth-pass, a custom shader, and an image-effect/post-process. The effect was created as part of a gameplay prototype. Custom scripting and scene setup made it possible. It was a huge effect to create, but it was lots of fun and I learned a lot. The shader was designed in Shader Forge and optimized by hand. Environment is from various artists active with Unity. The portal effect, which includes 3 scripts and 2 shaders, is my work.

Wormhole Shader (Unity 5)
Wormhole shader that uses image-refraction and calculates everything on the GPU (no textures). Number of spikes, twist amount, refraction amount, and inner color can be tweaked. It's fast but has much room for optimizations and improvement. Created entirely in Shader Forge. Environment is by Michael Orkisz (Manufactura K4). Shader is mine.