
Materials and Shaders




Water shader made for Legacy:Steel and Sorcery. A super costly shader but made to use flat planes of low geo mesh to fill out rivers and streams with customization in color, depth, and levels of distortion with some vfx for player interaction such as splashes and ripples. Added logic was later added for static non moving lakes and ponds.
A Burned Stone texture made for a burned out building made by blending a charred wood with stone and adding some blending between the layers. Originally it was a bit heavy but it needed higher resolution textures to better fit the need of the game but here in my recreation I did reduce the total instruction count and resolution of the textures


Mossy Stone Made for an older more worn down section of a level its a pretty basic material but the level of controls added was appreciated.
Retro screen shader
A media playing material with some noise and static added. Not performant at all but just a cool effect.
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Water BP and Wetness Mask
Made for a small indie game a material function with some ripples, a Decal, and a basic rain fx served as a low cost way to add some life to the map.





Graffiti Decal Material
A decal system that can make dozens of graffiti instances in a matter of minutes with just MSPaint with controls for noise, color, and opacity and normal height that make it great for layering and filling empty space.
For more examples check out my train env test
