My goal in shader and VFX work is to blend with the 2D assets and add variance and life, as well as making simple tools for myself to speed up the process and make future adjustments easier.
Here are a few examples!
Smoke movement shader & liquid fill shader
Water movement & image distortion on animated (rigged) 2D character
Simple burn effect with screenposition based variance
Simple flamethrower particle system
Falling snow shader (not a particle system) with adjustable intensity, speed and movement. Groundcover snow shader to allow 0-100% coverage. Foliage/grass color shader to change colors with the seasons.
Simple toony smoke shader - unique based on current world position
Using spriteshapes & 4 different shaders to make unique paths with procedural textures
Simple water shader test
Blur & color change based on distance to camera
Rigged plant leaves with randomized movements using IK's
Water distortion shader
Texture & wobble shader tests
Normal mapped 2D sprites
Animations & particle effects. Flame particle system reactsto gravity direction
Normal mapped 2D sprite shaders for character, environment & crystal.
Flame & dissolve shader tests on character
Burning dissolve shader
Flame shader & glowing match shader
Plant movement using shader
Fire dissolve shader test (from point of impact)
Some toonshader & halftone tests