Water shader with flow direction customizable using vertex painting.
In motion. Mesh distance fields are used to get foam around the where the water meets the walls. The transition between planes is it's own custom mesh + shader setup.
Paintable landscape shader, which features height displacement, soft and hard edge blending between materials, and effects such as a fresnel highlight and glittering effect on the sand.
Showcasing some of the material instance parameters on the shader.
An overview of the shader setup.
The custom four layer height blend material function, which controls how the textures blend and the height displacement near the player camera.
A crystal shader with a glowing interior effect.
A selection of some of the shaders I created during my time working at Project Limbus.