BoS Colored Spec with AO (made with SSE)
Shader I created for a side project. I needed the shader to have overall color modulation, a 0% - 100% opacity slider (for overall opacity changes), support for emissive maps, AO and Colored Spec. The shader was created in SSE for Unity3d
Fun With UDK Shaders
I had seen this type of shader created on forums that I frequent, so I decided to give it a shot. The shader blends another material (in this case just plain white for snow) on the top of the rock using the up vector.
This type of shader has so much potential to change the look of a scene. It can be snow covered, dust covered, dirt covered, etc.
I've created so many shaders with node/tree based editors, but since I've become very familiar with multiple languages of coding I thought I would give coding a shader a shot. I'm still learning the syntax and rules of ShaderLab but I'm already noticing how much more in control I feel of the outcome and performance of the shader. This first attempt is at a glass shader (I will get some pictures up once I'm happy with the results), next I plan to try out some stuff with flow maps.