These are the complex shaders & materials that I have created throughout my development journey.
A shader that is activated when the player is close to a wall. It uses the noise node, creating a flowy pattern with 2 colours for layering.
A semi realistic water shader following properties of actual water with ripples, movements, etc.
A shader that starts invinsible but then emit a radiant, glowing effect when a player is on top or close to it.
The opposite of the invinsible glowy where the shader starts off as a snowy shader but then when the player is close to it, it becomes invinsible.
A cartoonish, stylized water shader that is available in 3 colours which are blue, black, and orange.
A shader that creates a glitching effect for circular objects. Used as a Chaos Mace for my Blockout Shooter prototype and an anomaly for my Graviton game jam submission.