SHADERS

I made a water shader for a game to mimic an obsolete version of Unity's built in water shader. I had to start from scratch and mimic most of the shader's content with physical waves, multiple normal maps, foam waves and reflections. All done with two fewer cameras than the original shader, providing some needed optimization.

Shader in Motion

Full Shader View

Optimization was the focus for this Coin shader. In order to add studio lighting and reflection to hundreds of moveable objects in the scene, I developed a process to bake the final scene lighting onto a cube map to be applied to the material instead of using them live. This reduced draw calls in scene by up to 1/6th compared to using scene lighting.

Here's an example of a gem shader I created that added reflections, some refractions on the edges, and transparency. Similar to the coin shader, this allowed us to remove all scene lighting for peak optimization..