Shaders have always been an interesting topic for me ever since I learnt about their existance. There is nothing quite like them in other aspects of game development, a small bug in shader code can lead to unimaginable cool and trippy visual effects.
This is the page where I will be showing off the shaders I write in GLSL and in Unity.
I've only really just begun to delve into shader code, so the page might be a bit bare for now.
My first ever water shader, written in GLSL, built inside my C++ OpenGL engine.
The foam edging is fully dynamic, any object sitting in the water will have a foam edge. The low-poly models and textures were made by myself in Blender.
Written using Unity's shader API, not using the shader graph. As well as one of my first major Unity shaders.
A force field like effect, with edge intersections, distortion and, fresnels. With a lot of properties for easy change of textures, colours and effects.