Shaders
GPU material passes: glass, chrome, foil, halftone, oil paint, and a node graph to build your own.
16 entries
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.
Reflective surfaces driven by an environment approximation rather than a real scene. Chrome, foil, holographic film.
Colour flowing across the layer over time. The workhorses for backgrounds and title cards.
Displacement that reads as a substance — melting, warping, dissolving.
Passes that imitate a medium: brush marks, ink, paint.
Print and display artefacts — halftone dots, ordered dithering, scanlines. Deliberately lossy.
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.