A simple WebGL application capable of reading object files, pngs, and shaders from a server and displaying their contents.
Libraries used: gl_matrix for efficient matrix operations
Some fragment shader prototypes:
Voronoi Noise: https://www.shadertoy.com/view/WfXBzN
Shockwave Transition: https://www.shadertoy.com/view/lfBfWd
Cataract Effect: https://www.shadertoy.com/view/XXXyDX
A fully textureless stylized sand shader using perlin noise and procedurally generated wavy lines.
Harsh normals on a torus
Gradual wavy normals
Sharp semi wavy normals
With & Without Water
A heavily stylized procedural water shader made using Unity's Shader Graph in Universal Render Pipeline. The material is textureless and uses a mixture of Voronoi and Perlin noise for the ripples.
A simple alpha-clip dissolve shader that uses proximity from the player and Perlin noise—made using Unity's Shader Graph and C# scripting.
Using Unity's VFX Graph (GPU particles), I made Legend of Zelda: The Wind Waker-inspired exploding cannonballs.