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        Water Shaders

* Open source
* Easy to customize to get the look you want.
* Turn on/off features and tweak them to get a nice look without the need of changing the actual code.
* Supporting different water types like "waves" water, calm water and fantasy water.

* The calm water equation is completly written by me. The standard formulas did not give the result I was looking for, so I developed my own formula which also can be used to fake simulation of rain splashes without any physics calculation.
* Weathers and skys supported: 
  * Dawn, Day, Night
  * Star heaven, Rainbow, Gradient Skys

  * Rain

  * Fogmap & Fog
* Filmic Tonemaps supported:

   * ACES (common in movies)
   * Filmic Hejl2015
   * Uncharted2
 * Regular Tonemaps:
   * Linear, Exponential, Reinhard, Reinhard2
*  Reflections: 
   * Sun & Moon reflections supported
   * Rainbow reflections supported
 * Filters: 
   * Sepia and Vignette
   * Color Grading
   * Saturation, Desaturation, Contrast and Brightness

Techniques:

 Ray Marching

 

Shadertoy links:

  Water Playlist :

  https://www.shadertoy.com/playlist/DtcGz4

   

  Water and Dawn:
  https://www.shadertoy.com/view/tlfXRB

  

  Rainbow Water:
  https://www.shadertoy.com/view/WlfXzB

  Submarine Binoculars:

  https://www.shadertoy.com/view/ttXXzB

  For more things check out my Shadertoy portfolio:
  96logda

 

Procedurally generated worlds by using Menger Sponge Fractal algorithm.

 Ray Marching & SDF

 Menger Sponge
 Fractals
 Soft Shadows
 Color Shifting
 Only code (no textures or models)

Techniques:

* Open source
* Easy to customize to get your own procedural  generated world.
* All these shaders is done by using Ray Marching, 
signed distance fields (SDF) and fractals.
* Everything is completely programmed by me, including the hologram sharks and dolphins.

* The world is generated by only use a simple primitive function by using SDF and modulus operations to generate an infinite world.
* The sharks and dolphins in the hologram shaders is made by only use ellipsoids,

* Menger Sponge Labyrinth:

  * Looking around with the mouse.

  * Small amount of code to get amazing results.

 

Techniques:

 Ray Marching & SDF
 Sphere Tracing

 Menger Sponge 

 Fractals

 Soft Shadows 
 Color Shifting

 

Shadertoy links:

Menger Sponge Playlist:  

https://www.shadertoy.com/playlist/clcGz4

 

Other Shaders I have made by using Menger Sponge algorithm and with simple primitives by using SDF (signed distance field).

Techniques:

 Ray Marching & SDF

 Menger Sponge
 Fractals
 Soft Shadows

 Color Shifting
 Only code (no textures or models)

Vegetations

Eyes Shaders

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