Material Shaders

On this page, I have two videos embedded where the first demonstrates a few material shader algorithms I have created and the second is a video with a slightly more elaborate example on instanced material shader. These materials are compiled using non-animated 2D images through an optimized algorithm.

The parent material of this second video contains an algorithm that is optimized to hold parameters containing values which can be modified for a change in the visual outcome. This allows the material shader to be reused in various situations through instances with minimal processing necessities. This means there can be several variations of the same material within the same scene or level while reducing the processing required to give color and liveliness to objects’ surfaces. With variable parameters that can change the panning speed, size and color of the applied textures, on/off parameters which can remove depth, refraction, reflection and other value sets that can otherwise increase the frame rate during real-time rendering, controls can then be coded for rapid and circumstantial manipulation of the shader.