GLSL shader made in ShaderToy, this time I had fun recreating the kame sennin house from Dragon Ball!
You can check the code here: https://www.shadertoy.com/view/wffGDN
Music : Makafushigi Adventure (dragon ball opening)
Dark hole shader made in Unity Engine using ShaderLab (HLSL)
The shader is actually composed of two shaders, one for the sphere and one for the rings. Both shaders use a fresnel effect with rotating noise textures and color gradients.
Check the code here: https://github.com/PapyPierre/UnityShaders
This shader has been made in ShaderToy, you can check the code here :
https://www.shadertoy.com/view/tcXGD4
Special thanks to Camille Reulos-Carrère for the music!
You can check her work here: https://creuloscarrere.wixsite.com/portfolio
Water Shader made on Unity Engine using ShaderGraph. This shader is composed of 4 smaller shaders:
Coastics: voronoi noise with movement and color interpolation based on water depth
Foam: simply a moving gradient noise which is also based on water depth
Refraction: also based on a moving gradient noise that is then converted to height and added to a screen position to finally return a color. The coastic effect, the foam and the refraction are then lerped together to get the final color of the shader.
Waves: finally, I added waves to my shader using vertex displacement. Nothing complex here, just simple math to add an offset on the Y axis to the vertices.
The goal was to made a cartoon-look shader that would work in a low-poly world, while still keeping some complexity (foam, coastics, etc).