Emil SundmanSvenska

Emil Shaders Testbed

An individual Futuregames shader-programming project exploring ShaderLab, CG/HLSL, vertex displacement, and parameter-driven visual effects.

Project context

Emil Shaders Testbed was an individual Futuregames shader-programming assignment built in Unity 2020.3.26f1. The project was a hands-on testbed for learning ShaderLab and CG/HLSL through small visual experiments rather than an attempt to build a production rendering system.

Shader experiments

I experimented with programmable vertex and fragment stages, vertex displacement, texture sampling, and exposed shader parameters.

One preserved experiment, FireShaderThing, exposes speed and amplitude parameters and displaces vertex positions on the Y axis with a sine function. I present this as practical vertex-manipulation and shader-programming experience, not as an advanced fire simulation or production visual effect.

The repository also contains HologramShaderThing, which combines transparency/blending, alpha clipping, tinting, and time-based sine displacement. Its source explicitly states that it is based on a Unity shader tutorial, and I remember making only relatively light modifications. I therefore treat it as a learning experiment rather than a shader designed independently from scratch.

Demo and asset boundary

An English-language walkthrough of the project is embedded below. It is the preserved project demonstration from the public repository and provides presentation context for the shader experiments.

The project also contains Unity Starter Assets / Third Person Template material. Those surrounding character, environment, animation, and template assets are not my work and should be treated only as context for the shader demonstrations.

Source

The historical implementation and preserved project demo are available in the public GitHub repository.