QUENTIN WARNANT
VIDEO-GAME GRAPHICS & GAMEPLAY PROGRAMMER
Graphics
Games
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Image-Space Interactive Refraction
OpenGL Renderer
Meta-Balls Interpolated marching square algorithm
Texture Vertex Animation
Unity Scriptable Render passes
Pulsating worm and pustules
PlayStation PhyreEngine
Parallax-corrected cubemap
Ray-Marching
Parallax Mapping
Lightning
Stencil Buffer Holes in shapes
Flame distortion effect
PBR & VFX shaders in Sigmar
Runtime Text to Texture Render
Text Vertices curving
Glitch hologram chromatic aberration
Simple water with fresnel
Value noise
Simple L-System tree
Elastic Meshes
Disolve effect
Procedural 2D fire
Sub-Surface scattering