Stylized Shader Systems

Stylized Sky & Painterly Clouds
Atlas-driven cloud layers with curve-controlled gradients, UV warping, and temporal dithering to achieve soft, painterly skies with full artistic control and minimal shader cost.

Surface-Based Toon Shader (Non–Post Process)
Object-level cel shading using normal–light dot products and thresholded ramps, with noise-distorted normals for painterly, stable bands independent of exposure and tone mapping.

Line Art Overlay Shader
Fresnel × TwoSidedSign silhouette masking with optional temporal wobble and brush-texture modulation, implemented as an overlay material for controllable hand-drawn outlines.

Stylized Water Shader
Layered material system combining depth-based color, animated wave noise, shoreline foam, and procedural interaction lines, designed for expressive stylization and real-time performance.

Environment, character, and asset models created in Blender





Look Dev Tests: