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Misc VFX work

Various shader+Particle Effects combos I've developed while refining my workflow in Unity.
I try to avoid using image textures and instead rely on node work to get the results for maximum flexibility.

Live parameter tweaking on the updated water shader (big Wind Waker inspiration)

Ocean shader w/ exposed parameters for pattern size, wave speed, direction and height.
Wake effect with split X and Y size over lifetime and some more tricks with custom data.

Screen capture of the ripples shader, built with a combo of time+modulo, custom data stream for expansion, scene color and screen position manipulation for the colors and some additional fake reflections

Customizable timing, procedural flash + highlight w/ normal effect based on input texture, no normal or height needed.
Further expandable with either "slope", normal or height map but kept lightweight.