SHADERS

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