Testing some shaders in my current project. Attempting to achieve a cold and wet feel. ( none of the art is final, im the programmer for this project, not the artist. This is just a code test :) )

Testing some shaders in my current project. Attempting to achieve a cold and wet feel. ( none of the art is final, im the programmer for this project, not the artist. This is just a code test :) )

Just a small Unity level I put together over a few hours. The task was to program 3 different player interactions.

Just a small Unity level I put together over a few hours. The task was to program 3 different player interactions.

Just a bit of playing around really. You can create atoms, and they dance to the music ( this is carbon )

Just a bit of playing around really. You can create atoms, and they dance to the music ( this is carbon )

Energy Ball Visualizer. Some more progress.

Several improvements.

Several improvements.

So I have been doing some work on my forward renderer ( Just playing around really ), and I have made this rather nice shader from my old crepuscular ray shader. Im planning to make some kind of music visualizer with it :) ( If I get the time )

So I have been doing some work on my forward renderer ( Just playing around really ), and I have made this rather nice shader from my old crepuscular ray shader. Im planning to make some kind of music visualizer with it :) ( If I get the time )

Now with ambient occlusion, and various other improvements. 

Now with ambient occlusion, and various other improvements. 

Over the past few weeks I have been working on a deferred renderer for my new engine. It has support for many different light types, soft shadows, several different materials, and a nice chained post-process system ( things like bloom, crepuscular rays, depth of field and soon SSAO/ambient occlusion).  I also completely re-wrote the old model importing pipeline, making it much easier to import models, and their textures.

Over the past few weeks I have been working on a deferred renderer for my new engine. It has support for many different light types, soft shadows, several different materials, and a nice chained post-process system ( things like bloom, crepuscular rays, depth of field and soon SSAO/ambient occlusion).  I also completely re-wrote the old model importing pipeline, making it much easier to import models, and their textures.

Further Progress on my Procedural terrain engine thing. I have added more advanced texturing ( based on normal and altitude  ). I’m rewriting the current model/material/texture processors to hopefully allow artists to link the materials and textures they want to use from maya directly, to make importing models much easier. I have also started trying to implement deferred rendering.I have also implemented various post processes such as bloom and crepuscular rays so far. 

Further Progress on my Procedural terrain engine thing. I have added more advanced texturing ( based on normal and altitude  ). I’m rewriting the current model/material/texture processors to hopefully allow artists to link the materials and textures they want to use from maya directly, to make importing models much easier. I have also started trying to implement deferred rendering.

I have also implemented various post processes such as bloom and crepuscular rays so far. 

Sketch shader I made a while ago when learning HLSL.

Sketch shader I made a while ago when learning HLSL.

3D procedural terrain generator. Uses the diamond square algorithm.

3D procedural terrain generator. Uses the diamond square algorithm.

Destructible 2D procedural terrain.

Destructible 2D procedural terrain.

A Post-Process shader I made a while ago after playing Amnesia. It acts similar to bloom, except instead of lighter areas bleeding, darker areas bleed. This results in a rather nice creepy effect. 

A Post-Process shader I made a while ago after playing Amnesia. It acts similar to bloom, except instead of lighter areas bleeding, darker areas bleed. This results in a rather nice creepy effect.