Built tools in UnReal utilizing a combination of Blueprint Editor Utility Widgets, C++ and the Slate UI Framework.
The first tool is a spline level-design tool. Users can choose a UObject with a spline component and manipulate the transforms of a series of selected objects in relation to that spline.
The second tool is a color swatch window. Users can click on color blocks to bring up UnReal's built-in color picker. Upon selecting a color the color block will display that color.
Some geom/vert/frag shaders made using HLSL in Unity.
The first is a vert/frag shader that used a noise map to determine whether an area is transparent, outline or the original texture. I made a quick particle effect to match it.
The second shader is a geom/frag shader that will spilt the mesh into triangles. It then uses a flow and noise map to determine how far and when the triangles separate from the solid mesh. I also created a version where the separated triangles are replaced by particles.
Lastly I used downsampling to create my own custom bloom effect and leveraged Unity's built-in ShadowCaster pass to generate shadows.
A bot that records user activity and creates a more organized member list by putting active users near the top.
All code and logo created by me :)
Published on top.gg
There seems to be a desire in the industry for programmers with an "eye for design" so I wanted to perform a little challenge to help develop that muscle.
I'm a big fan of MTG, so I decided I would take MTG set symbols and "fuse" them to generate new ones.
Below are the results!