Shaders
Water BRDF
							Uses a Gertsner wave function for the movement. A modified Cook-Torrance BRDF for the specular and some simple scattering (N . -L).
							
						
2D Water
2D underwater shader. Uses a simplified version of the above mentioned gertsner wave function to create the waves and normal vectors. The shader is controlled by 2 colour inputs, a directional light and a scatter value.
Metal flake
Two Pass shader. First pass (Unity Standard Shader) adds the metal flakes. Second pass is a simple fresnel*skybox in a basic unlit shader.
Lava Lamp
This was my first shot at raymarching. The lava consists of 2 static spheres on the top and bottom and 3 spheres that move up and down following a sine wave function. The lava is shaped the using a domain distorion with a noise function. I used a modified Blinn-Phong model for the lighting for the lava.

Toon Shader
 Features:
							Toon Ramp
							Outline
							Directional lit outline
							Metallic material support
						

Post Processing: Bloom
An implementation of downsample bloom.

Post Processing: FXAA
FXAA version 3.11.

Parallax: Cracked Ground

Snow
Attempt 1.