Utilizing UV channels store different height data creating texture free and blendshape free terrain displacement
Ray marching Ice shader for a translucent effect
Crystal Orb with fog depth
Contagion shader to show consumed landmass
Lightweight caustic effect using one shader for the surface and another for the shimmer on the ocean floor
Simple world normal based snow buildup so assets can be tumbled and reused. Also very helpful for layer environmental snow.
SSS material for low poly crystals
This is not a landscape but an array of static meshes reading from a 2d texture array of masks to control sediment flow and deposits
Vertex blending always leaves jagged edges on low poly surfaces, this injects a ramp multiplied over noise to smooth the transitions.
This highlights some of my shader work from various projects and use cases that stand out from typical PBR