This part, I published with the intention of showing my skills about technical stuff, some of them is not a visual show off, but to show how things work and the technique behind it. Shaders and node programming are shown below.
Shading for Unity
Creation of a shader showcase, here are some examples of how I apply the knowledge I am taking from experience on personal projects.
Hamusutacards
At this project I tried to apply:
Scriptable Objects, Stencil, SO for lighting, Baked 3D environment, holographic colors
Scriptable Objects, Stencil, SO for lighting, Baked 3D environment, holographic colors
Selector of matcaps
Matcaps is one of the simplest shaders you can find, so I made a selector with some examples...
Ice shader
Creation of shaders by nodes is one of the most common required skills when you need to do something a bit more technical, in this case I created a Shader that allows to resemble snow above materials and also Ice shader wich was working some time ago made in Shaderforge
Iridiscency simulation for a collectible Hamusutaman / ハムスタ マン card
This shader was created through experimentation, tutorials and some free time to explore how shaders work in Unity (wich is quite similar between diverse platforms) and the Illustration comes from the great @Johnnyriesgo whom I can always mention for his amazing illustration work.
Shaders for The golem collection
Fluzo studios was one company wich developed these golems, and in collaboration with Many-Worlds, we decided to give them a bit of life with the shaders available at this time, I was quite into Shaderforge back then, what helped me to develop the shaders later on on other projects.