Fluoroscope (XRay) shader
A multi-pass shader that calculates the depth of bones and flesh to represent a fluoroscope (XRay) in real-time
Outline Shader for VR
The shader uses a 2 pass geometry shader to render an outline for use in VR.
Additional GPU based animation.
Ocean shader for Dream City Metropolis.
The shader uses the vertex color channels to drive the influence of the following:
- R channel drives max height determined by the material setting.
- G channel is UV animation speed of main texture.
- B channel is a blend amount of 2nd texture (foam.)
The shader reuses the main texture but inverted to blend back and forth to generate additional noise on the ocean surface.
Most elements of the shader are wrapped in shader_features allowing efficient compiling based on use.
Foam driven by height and vertex color channel.
Red vertex color channel drives max wave height.
Green vertex color channel drives uv animation in the rivers. (top of screen.)
Blue vertex color channel drives foam texture visibility.
Low weight river shader. Most elements of the shader are wrapped in shader_features allowing efficient compiling based on use.
Wave height and speed
Surface UV animation speed
All components combined.
Authored BRDF textures and modified base shader to provide directional lighting on very low-end devices side iPod touch 5.