Stylized Shader Systems (Unreal Engine)
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 by Ayla Khoshaba.
Stylized Shader Systems + VFX Demo Project
Implemented (Unreal), Rendered (Unreal), and Composited (Davinci Resolve) above shader set to showcase their versatility and range.
All Models, VFX, Hand Painted Materials, and Procedural Shaders created by Ayla Khoshaba.
Character Models + Hand Painted UVs — Close Ups
Environment Models
Turnarounds, demo scenes, geometry nodes for scattering grass and rocks
Documentation + Look Dev tests:

