Faster and more distorted HLSL shader
Slower and darker shader
Singular examples animated
The basic shader is highly customizable. Noise, gradient, speed, etc. can be changed. A view of the custom particle system.
Changed shader to more poisonous color is placed in the level
For 2 years I worked on a beloved THQ Nordic IP project that was not released. For Project 5 I created both combat and environmental VFX in pure HLSL code in a proprietary engine.
One of the special VFX was an air substance that looked dangerous, mysterious and heavy at the same time. This should be a highly customizable and modular VFX to be placed around the grim level environment. For this task I designed a HLSL shader with a dark base, but also with a bright moving gradient. The noise, gradient color and mesh base can be changed to provide a flexible effect that will fit any asset composition. This corrupted fog goes along with the corrupted ground, which I posted here https://pyrrhulla.xyz/projects/RK61Yr Texture basis was created in Substance Designer.
A shown feature for real-time tweakable values such as speed, color, distortion, etc. is part of the custom particle system created by graphics programmer Jan Enders https://aldurethar.github.io/