New Land – Stylized Shader Explorations in Unity
Objective:
This project showcases a series of shaders developed as part of a personal exploration of visual techniques in Unity. Each shader was created without a specific brief — simply as a way to test ideas and better understand how stylized effects can be built and used in real-time game environments.
Triplanar Texture Projection Shader
Overview:
This shader automatically applies textures to a 3D object based on the orientation of its faces, removing the need for traditional UV mapping. It’s especially useful when working with modular or complex geometry.
What it does:
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Detects face orientation (X, Y, Z) and applies different textures accordingly
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Allows for object rotation, scaling, or movement without visual inconsistencies
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Saves time in scenes where texture detail is important, but production speed matters
Best suited for:
Terrains, rocky surfaces, modular structures, voxel environments
Wave Interaction Shader
Overview:
A stylized water shader that simulates wave motion only at the edges where the water meets other objects. The goal was to create a subtle, dynamic effect without complex physics.
What it does:
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Animates a base texture using noise to simulate water movement
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Wave motion appears only at object intersections, giving the illusion of interaction
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Adds a sense of life to water surfaces without heavy computation
Best suited for:
Boat gameplay, coastal scenes, water-based levels with light interaction
Portal Transparency Shader
Overview:
This shader creates a classic portal-style visual effect, allowing for partial transparency on a 3D object using texture masks. It’s a flexible technique with a wide range of creative applications.
What it does:
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Uses textures to define areas of transparency on an object
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Can reveal or hide parts of a mesh dynamically
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Works well with animation, masking, or distortion effects for more complex visuals
Best suited for:
Teleportation mechanics, magical doorways, visual storytelling elements
Summary
All shaders in this project were developed entirely in Unity Shader Graph, with a focus on visual clarity, stylization, and real-time performance. Each shader functions as a flexible, reusable tool, ready to be integrated into other game projects or prototypes. The goal was always to balance artistic style with practical use, keeping things clean, efficient, and game-ready.