My goal in shader and VFX work is to blend with the 2D assets and add variance and life, as well as making simple tools for myself to speed up the process and make future adjustments easier.
Here are a few examples!
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Smoke movement shader & liquid fill shader

Water movement & image distortion on animated (rigged) 2D character

Simple burn effect with screenposition based variance

Simple flamethrower particle system

Falling snow shader (not a particle system) with adjustable intensity, speed and movement. Groundcover snow shader to allow 0-100% coverage. Foliage/grass color shader to change colors with the seasons.

Simple toony smoke shader - unique based on current world position

Using spriteshapes & 4 different shaders to make unique paths with procedural textures
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Simple water shader test
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Blur & color change based on distance to camera
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Rigged plant leaves with randomized movements using IK's
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Water distortion shader

Texture & wobble shader tests
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Normal mapped 2D sprites

Animations & particle effects. Flame particle system reactsto gravity direction

Normal mapped 2D sprite shaders for character, environment & crystal.

Flame & dissolve shader tests on character
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Burning dissolve shader

Flame shader & glowing match shader
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Plant movement using shader
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Fire dissolve shader test (from point of impact)
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Some toonshader & halftone tests