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Technical Art

Nebula Ball Shader

After seeing a nebula ball in the store I was curios as to how one would be made in the game engine. Originally I thought a particle system would be the way to go but if the ball needed to be on screen for long periods of time it would be more efficient to use a shader.

Moving Computer Shader

I was tasked with taking a shader from Unreal and reverse engenering it into Unity. This computer is what became of that process.

Crystal Shader

Created for a VR project where walls made out of a very shiny crystal or ice were needed. The shader needed to be completely editable in the inspector and react to the players own light sources. 

Glowing Selection Shader

Created for a VR project, this shader was used when a player touched an object they could interact with. The shader would allow for a glowing highlight to be added to the object while still following the objects normals.

Invisability Shader

The project Fae-Tal wanted a shader to turn a character invisable reminiscent of the camoflouge effect of FPS games like Crysis that could be compeltely edited in the inspector.

The shader swaps between two materials to force invisability. Once the invisability shader is made active the amount of light that the character refracts can be chosen.

Another node would also adjust how see-through the character will be.

The final node will effect the distortion of whever is behind the character.

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