Grass meshes created in Houdini and animated using vertex shader. Full project details available in Portfolio
Height Based Per-Instance Noise
Used to create a mask based on mesh bounds. Overlayed Noise breaks up the linear height mask for a more natural effect. Used on the trees to blend seasonal leaf color. Full project details available in Portfolio
Crystal Shader
Procedurally generated vertex color maps for Edge Wear and AO. Depth effect & World Position based random color assignment
Shield Shader
Scrolling grid based textures. Dynamically adjusting texture and color based on in-game values