SHADERS
Ice Shader



This shader takes a traditional ice shader, expands on existing features, and adds new ones. It uses custom mesh distance fields to illuminate areas around meshes as they pass through the ice. Parameters allow you to control the falloff of this illumination, along with the falloff hardness and overall intensity.
VFX Shader




This shader was originally designed to add VFX effects to static and skeletal meshes at an extremely low cost (the base meshes being represented by the green bottoms). Its extreme variety in parameters allows for all sorts of customization, including combining different elemental effects. The number of parameters is also what allows this material to stay at a low cost. While it can take a second to compile, it is very low cost at runtime since so much of the shader can be skipped on an instance depending on which parameters are being turned on.
Ringed Projection Shader
This shader contains many advanced features- including world-position based material parameters, layered render targets, and complex sphere mask lerping. Visit the page “Unannounced Project” to learn more about this shader.
Flicker Shader


This is a fairly simple shader that just lerps between two colors or textures and multiplies one of those by an emissive value. The flicker rate is determined by the movement of a black and white texture, keeping the flickering consistent yet randomized. I made this texture changeable because if you want less flickering, you can choose a texture that is mostly black and vice verse. Since this material is so simple, I have also made it into a material function that can easily be added to other shaders (such as my VFX shader above).