Shader Examples

Condesation Shader

A glass & condensation shader was top on my list of advanced shaders I wanted to learn to create. How to achieve the refraction, dripping, randomness, and stationary droplets were all challenges that I wanted to tackle. It’s not a new idea for a shader by any means, so I looked into methods other people used to achieve their shaders.

One shader that I was inspired by was a rain shader, this one, by Harry “deBug” Emelianov. I used some of the ideas from his project and combined them with my own, like stationary droplets and the underlying glass material the droplets would be on.

The shader can be edited to resize the falling drops as well as stationary drops, the direction of the sliding droplets can be changed, the refraction and color of the glass, as well as the refraction and normal intensity of the droplets.

Sketch Shader

Have you ever checked out aidaimagined‘s illustrations? If not, I highly recommend it. I like them so much, I was inspired to make a sketchy shader of one of their drawings.

I quickly modeled and textured the character and few background elements of the illustration and then got to work on this post processing sketch shader.

As I pretty much always do, I looked through some existing sketch-y shader work done by other artists for inspiration and ideas. I also looked into the BPs of an Unreal Engine content Outline material (and ended up using this solely for the outline).

For the rest of the sketchy highlights and shadows, this tutorial was a huge inspiration. I made my own texture maps to match the type of sketch lines in aidaimagined’s drawing and tweaked the curve amounts until I got something that I felt closely matched the drawing’s highlights and shadows.

I think if I were to continue to push this shader, I would want to distort the colors of the assets to look more sketchy as well. Maybe some day!

Water + Moss Shader

This water and moss shader was created at the start of making my Ventured game. It has mossy outer rim that could be adjusted to cover the whole lake or be removed completely, change color, change speed of jitter, and change the size of the moss pattern.

If I were to continue with this shader, I would want the moss and water to be responsive and part to a player moving in the water.

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