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Blood Shot: Shader Breakdown

Blood Shot is a Interaccess Media Arts Prize nominated first-person shooter game made in Unity, solo-developed from scratch and inspired by Star Fox, Playstation 1 games and medical photography techniques.
A varied set of shaders were created in Shaderlab using original HLSL code for this project to achieve the desired aethetics and atmosphere. A few of the more interesting ones are showcased here.

Check out the game at https://garbange.itch.io/blood-shot

PS1 Shader: Recreates affine texture warping (left) and vertex snapping (right) present in older Playstation games due to technical limitations.

PS1 Shader: Recreates affine texture warping (left) and vertex snapping (right) present in older Playstation games due to technical limitations.

Disintegrating geometry shader: Vertices are moved towards the centres of their triangles by a  geometry shader to create a retro-style enemy disintegration.

Disintegrating geometry shader: Vertices are moved towards the centres of their triangles by a geometry shader to create a retro-style enemy disintegration.

Radar shader: Surrounding geometry is made visible by radial proximity to player's current position, that "pings" like radar.

Radar shader: Surrounding geometry is made visible by radial proximity to player's current position, that "pings" like radar.

Fisheye Shader: Radially distorts the UVs on the camera's render texture to create a fisheye effect, to recreate the aesthetics of an atherectomy camera.

Fisheye Shader: Radially distorts the UVs on the camera's render texture to create a fisheye effect, to recreate the aesthetics of an atherectomy camera.

Surface Wiggle Shader: A basic vertex wiggler that jitters the tunnel geometry.

Surface Wiggle Shader: A basic vertex wiggler that jitters the tunnel geometry.

Disintegrating geometry shader (left) and radar shader (right) in HLSL.

Disintegrating geometry shader (left) and radar shader (right) in HLSL.