Links
Engine: Unity
Programming Tools: MS Visual Studio, Unity Shader Graph (Universal Render Pipeline / URP)
Languages: C#, HLSL, ShaderLab
Role: Designer & Programmer
Team size: 1
Development Time: 1 month
Synopsis:
"Shader Worlds" is a small project which focuses on creating interesting visual effects (VFX) through the use of Unity's native shader graph system. A total of 10 VFX were created with each one being given a suitable context and additional features, like particle systems, to make them feel more real and immersive. The project was done using the URP.
Project Components:
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Mini-Worlds Crafted:
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Water World
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Military Testing Grounds
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Hologram Lab
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80s Game Zone
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Desert Ruins
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Satellite Station
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Advertising Center
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Shader Effects Built:
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Blackhole
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Cyberpunk Glitch
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Dissolve
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Galaxy
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Gridlines
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Hologram
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Portal
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Clouds
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Water
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Wireframe
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Design Breakdown:
My idea was to create multiple, small-scale 'worlds' which the player could visit and walk around in, with a unique shader being the highlight in each world. In some cases, there are multiple effects taking place within a given world.
To enhance these experiences, environments and audio tracks were designed and chosen to fit each specific location to complement the primary shader effect. For travel, a portal teleportation system was set up to give the player seamless transitions from one location to another without the need to load new scenes. There are a couple of known bugs in the current build, both for the executable and WebGL versions, but both are available via my itch page.