Shadertoy Portfolio: 96logda
Angelo Logahd
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
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:
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)