Shading



  • Boulder Dash

    This project started as a personal challenge to see how far I could push a single fragment shader. It’s a tribute to one of my favorite childhood games, where I focused on replicating the original mechanics as closely as possible. The result is a playable game with 20 caves and 5 levels of difficulty–rendered entirely…

    Boulder Dash

  • Hologram Shader

    This shader was developed for Star Wars Outlaws as part of a hologram system. The goal was to accurately replicate the specific visual style of the holograms seen in the Rogue One movie. A major challenge was supporting the game’s vast library of assets without creating unique “hologram” versions of every shader, material, prop, character,…

    Hologram Shader

  • Leather Shader

    The leather shader I developed for Star Wars Outlaws is part of the character cloth shader family. The main goal was to hit a high-fidelity “cinematic” look even during tight close-ups, but without the massive memory cost of unique, high-resolution textures for every single character. The system essentially shifts the heavy lifting from the textures…

    Leather Shader

  • Trefoil Shader

    I recently came across an interesting shape –the Trefoil Knot: wiki I thought it would be a great subject for a ray marching playaround. The geometry is quite intricate, but I quickly realized there wasn’t a standard signed distance function (SDF) available for it (or at least I couldn’t find one). To solve this, I…

    Trefoil Shader