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Shaders

Multiversus Matrix Code Shader
Problem: Create a skin series based off the Matrix movies
Solution: Implemented a Matrix Code Shader, that has animated glyphs based off Matrix Code.
Outcome: Created a master shader that can easily be manipulated for any character.
Solution: Implemented a Matrix Code Shader, that has animated glyphs based off Matrix Code.
Outcome: Created a master shader that can easily be manipulated for any character.

Stage Portal Shader (Back to the Past)
Problem: Need to implement a way for environment assets to show or hide from a portal line.
Solution: Developed a master material functions that blends between textures or opacity mask.
Outcome: With material functions, it allowed artists to create their own materials for assets using the portal implementation.
Solution: Developed a master material functions that blends between textures or opacity mask.
Outcome: With material functions, it allowed artists to create their own materials for assets using the portal implementation.

Multiversus Galaxy Shader
Problem: Create a collection of skins based on a galaxy theme
Solution: Produced a Galaxy shader, consisting of starfields, cubemap, and twinkling stars using HLSL.
Outcome: Created a master shader that can easily be manipulated for any character.
Solution: Produced a Galaxy shader, consisting of starfields, cubemap, and twinkling stars using HLSL.
Outcome: Created a master shader that can easily be manipulated for any character.

Gummy Bear Material
Problem: Create a unique and interactive shader
Solution: Produced a gummy shader, consisting of bouncy physics, distance field displacement, and air bubble heightmap
Outcome: Resulted on a quickly iterated and realistic shader with altering colors.
Solution: Produced a gummy shader, consisting of bouncy physics, distance field displacement, and air bubble heightmap
Outcome: Resulted on a quickly iterated and realistic shader with altering colors.

Stylized Water Shader
Problem: Project called for a water shader to be used for a small lake inside a cave
Solution: Produced a stylized water shader that has many features such as ripple speeds, lily pad painting, and distance fields
Outcome: User is immersed with the various interactions of the water shader
Solution: Produced a stylized water shader that has many features such as ripple speeds, lily pad painting, and distance fields
Outcome: User is immersed with the various interactions of the water shader

Animated Fonts
Problem: Needed stylized, dynamic font shaders for UI and in-game text that maintained readability.
Solution: Built procedural font shaders in Unity Shader Graph using UV distortion, noise animation, and gradient mapping, with adjustable controls for intensity, speed, edge breakup, and color.
Outcome: Delivered immersive, visually striking effects that preserves readability across UI and in-game use.
Solution: Built procedural font shaders in Unity Shader Graph using UV distortion, noise animation, and gradient mapping, with adjustable controls for intensity, speed, edge breakup, and color.
Outcome: Delivered immersive, visually striking effects that preserves readability across UI and in-game use.

Lava Lamp Shader
Problem: Develop a procedural model with the use of HLSL
Solution: Produced a lava lamp shader, consisting of multiple effects including changing colors, adding glitter, and air bubbles.
Outcome: Resulted on a 3D asset tool that is uniquely and efficiently configured using custom data and HLSL
Solution: Produced a lava lamp shader, consisting of multiple effects including changing colors, adding glitter, and air bubbles.
Outcome: Resulted on a 3D asset tool that is uniquely and efficiently configured using custom data and HLSL

Multiversus Toon Shader
Problem: Prototype a skin line based off a comic/cartoon style
Solution: Created a toon shader- consisting of outlines, shadows, and halftone dots.
Outcome: Created a master shader that can easily be manipulated for any character.
Solution: Created a toon shader- consisting of outlines, shadows, and halftone dots.
Outcome: Created a master shader that can easily be manipulated for any character.

AR Charizard Holo Pokemon Card
Problem: Create a unique augmented reality project using image tracking.
Solution: Set up Quest 3 camera access and integrated OpenCV on Android to detect a physical Pokémon card marker, then sent the tracking data back into Unreal Engine 5 so a 3D Charizard could follow the card in real time.
Outcome: Built a working Pokémon AR card prototype using UE5, OpenCV, Blueprints, C++, Python, and Java, while combining stencil buffers, parallaxing, Niagara VFX, iridescent shaders, Control Rig, and animation workflows for the final presentation.
Solution: Set up Quest 3 camera access and integrated OpenCV on Android to detect a physical Pokémon card marker, then sent the tracking data back into Unreal Engine 5 so a 3D Charizard could follow the card in real time.
Outcome: Built a working Pokémon AR card prototype using UE5, OpenCV, Blueprints, C++, Python, and Java, while combining stencil buffers, parallaxing, Niagara VFX, iridescent shaders, Control Rig, and animation workflows for the final presentation.

Cave Rock Master Material
Problem: Multiple assets in a cave scene need a material
Solution: Implemented a master rock shader, where each rock asset is an instance and can be controlled by parameters
Outcome: Rock materials are efficiently created along with unique features such as puddles and dirt masking.
Solution: Implemented a master rock shader, where each rock asset is an instance and can be controlled by parameters
Outcome: Rock materials are efficiently created along with unique features such as puddles and dirt masking.
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