Flowmap & Water | Unreal Engine 5
This shader is using Unreal 5's Material BP editor, with a flowmap material function to overlay noise, incoporate distance fields and calculate UV's to create a semi-realistic water shader for rivers & streams.
Reactive Material for Last Summer | Unreal Engine 5
This material is a reactive shader for the player to make objects glow when the player is near. This can be seen used in Last Summer. This material has been used in my plants material and my puzzle material being inspired by Journey, and some of their VFXs within the game.
Post Processing Shader for Last Summer | Unreal Engine 5
This shader is using Unreal 5's Material BP editor to be a low cost simple postprocessor for the game Last Summer to band lighting and creative a stylised look for the overall game to lower the scope and increase cohesion between assets and the world.
OpenGL Rendering Project
This scene uses custom GLSL shader code for texturing, lighting and point sprites. I have adjusted the GLSL code slighty to incoporate basic texture scaling that can be determined by the programmer and to allow a pass through for mouse coordinates for the lighting of the scene. I am using Sine wave animation to control the movement of the slimes, changing of the particle colour/opacity and handling the particle movement. Lighting is controlled via the mouse position, this can also be changed to get different variants of lighting mode, one where Blue in RGB is locked to 0(1), Locked to the mouse X(2) and locked to the Mouse Y (3)
Check out the Github here : Repo