Uses a shader which displaces (scales/rotates) vertices of a prefractured mesh with pivots baked into UV maps| www.cyanilux.com
Examples of how to adjust/swap colours or colour palettes for a given texture/procedural input.| www.cyanilux.com
An unlit/glowing crystal shader with a colour gradient based on object space Y position, and refraction via Scene Color node| www.cyanilux.com
A forcefield shader using fresnel effect for glowing edges, scene depth for object intersections and scene colour to produce ripples/distortion| www.cyanilux.com
A water shader that uses the scene color to produce distortion/refractions and reconstructs a position from the scene depth to project caustics on underwater objects| www.cyanilux.com