Shader Projects
This is a collection of the shader projects I've made in fall 2025.

Category
Prototype
Role
Designer
Programmer
Dev Time
1 Week
Made With
Unity
Procedural Planet
A procedural planet built from a latitude–longitude sphere mesh. Fractal noise drives terrain elevation and height-based ocean, beach, and grassland colors, while a sinusoidal blend morphs the terrain into a smiling face. A separate, slightly larger sphere uses noise-driven transparency to form a cloud layer, completing the animated miniature world.

Procedural Cross-Hatching
A procedural shading effect that builds up to four layers of cross-hatching as diffuse lighting decreases. Rotated screen-space coordinates generate intersecting line patterns, with softened edges controlling their appearance. Per-line noise introduces variations in curvature, thickness, opacity, and continuity, giving the strokes an irregular, hand-drawn quality.

Procedural Wave Surface
An animated surface combining four sine waves with different amplitudes, frequencies, and speeds. Nonlinear wave shaping creates sharper crests and broader troughs, adding variety to the height profile. The result explores how a small set of adjustable mathematical functions can produce a more complex water-like surface.

Synthwave Landscape
A collection of shaders forming a retro-futuristic landscape. Animated waves are modulated to create raised terrain around a central path, while a UV-based grid draws horizontal and vertical lines without mesh diagonals. A gradient sun features adjustable transparent stripes, and cubemap reflections with Fresnel modulation add reflective accents to the scene.
Obra Dinn–Inspired Dithering
A stylized rendering experiment inspired by Return of the Obra Dinn. Starting from a class-provided dithering shader, I added adjustable pattern scale, a subtle green tint in darker regions, and an edge-detection pass to emphasize object contours. The prototype captures the grainy, limited-palette aesthetic, although the dither pattern still shifts with camera movement.

Echo Vision
An exploration prototype where expanding pulses reveal an otherwise dark environment. A scripted cube moves forward and grows outward, using a depth-intersection shader to highlight where the pulse meets scene geometry. A separate stencil-masked window reveals a comic-style view within its frame, exploring two different ways to make the world selectively visible.

