My graduation project took place at flaregames.
The task is to develop a mobile water shader with great visual effects but very cheap to compute to have enough performance left for the other tasks of the game.
Part of the graduation was the research of suitable technologies, managing of style definitions and meetings, performance analytics from the shaders technologies and the rest of the game in general, developing custom inspectors to improve usability and create/iterate the shader.
The shader used:
- normal & specular mapping
- reflection & refraction
- depth textures
Rendering this water surface full screen without other elements takes 11ms on the low end device (iPhone5)