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Shaders

In this section, some of the effected achievable by shader writing are showcased. All of the effects present in the Demo Reel were written from scratch, and are also present in the videos below, being described for it's processes and applications in the game industry.

Demo Reel
Examples
Special Effects Rendering

For effects such as materialization, it is possible to render a model with more than a lighting setting, fetching input from the game world to do so in a dynamic fashion.

Dynamic Partial Rendering

Just as artistic creation uses 2D Masks to display a certain section of an image, it is possible to render whole scenarios only when they are behind a 3D plane.

This technique allows for, for an instance, a picture frame to be used as portal or window to another dimension, showing it's contents. Intriguing, is it not?  

Ordered Rendering

In the most tactical moments of a game, it can be helpful to display certain game elements through walls. Fortunately, this effect is not only achievable, but several styles can be used to do so.

Vector Math based Rendering

Very relevant for performance improvements, vector calculations can also be used to better understand the world outside the mesh. A common example is to create snow in the points exposed to it.

Multi-Pass Rendering

If the goal is to bring attention to a certain object, in a natural way, one of the best ways to go about it is to create an outline around it.

In this sample, the effect is dynamically used, being integrated to other game aspects, such as animations and input reading.

Vertex Manipulation

With mesh manipulation, we are able to quickly create character variations, with no further modeling and retaining the U.V values. In this example, the intensity and affected areas are also adjustable.

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Advanced examples of this technique include conveying a sense of exaggeration and motion, by moving vertexes in a certain direction, as seen in many 2D cartoons. 

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