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Shaders

GPU material passes: glass, chrome, foil, halftone, oil paint, and a node graph to build your own.

16 entries

Glass & Refraction

Refraction, dispersion and frost. These read what is BEHIND the layer and bend it, so they only look right when there is something underneath to distort.

Chrome & Metal

Reflective surfaces driven by an environment approximation rather than a real scene. Chrome, foil, holographic film.

Gradient Flows

Colour flowing across the layer over time. The workhorses for backgrounds and title cards.

Liquid & Distort

Displacement that reads as a substance — melting, warping, dissolving.

Artistic

Passes that imitate a medium: brush marks, ink, paint.

Retro & Print

Print and display artefacts — halftone dots, ordered dithering, scanlines. Deliberately lossy.

Procedural Texture

Procedural patterns evaluated per pixel: noise, gradients, cells, stripes. Because they are functions rather than images, they stay sharp at any resolution and can be layered without a bake between levels.