This was my first Unity shader, written by me with assistance from the lecturer.
Building upon my knowledge from the previous year of 3D graphics programming, Unity shader writing proved to be a bit of an easier task than raw OpenGL. I have found Unity shaders to be a lot more streamlined. Especially the syntax, and the fact that vertex/fragment shaders are handled in the same script of code, with no need for communication between either - Unity handles the under-the-hood operations.
The demo itself showcases many common shading techniques used in video games today, including but not limited to: reflectivity, colour mapping, rim lighting and many more.
It was a great project to refresh my shader programming knowledge and allow me to learn shader programming in a more high-level engine. I will be sure to create many more shaders in the future.