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.