Unreal Shaders - Daybreak Games
Black Lantern 'Corrupted' Aura
One of my favorite auras. Meant for NPC's that have been 'corrupted' by the Black Lantern Corps. I used a combination of still images and animated shader variables to give the impression of tendrils that grow and shrink.
"Solar" Rage Aura
The Red Lanterns are beings propelled by pure rage, and gain power through their anger. This aura was created for the Red Lantern power set, and was inspired by DragonBall Z's 'Super Sayian' effect. Here I am also animating still images, overlayed with a noise animation that exploits a bug in the Unreal 3 shader engine that creates a sparkling effect when the opacity is turned up past '100%'.
My very first Aura. I used the normals of each aura 'watermelon mesh' as a focal point for bitmaps to rotate, and then layered the effect several times. It was used in the quarterly paid DLC pack in spring of 2015, and caused a bit of a stir in the DCUO community.
Autumn Nature Aura
This is simultaneously one of my favorite, and simplest auras. All it is, is a bitmap of autumn leaves with an alpha, panning across the watermelon meshes to give the impression of swirling power.
Summer "Firefly" Aura
Made for our 'summer' aura DLC. It uses a different mesh from the other auras, a football-shaped elipse, and uses a multiplier to animate the visibility of the individual firefly dots. I had made a programmable version, originally, so that the blinking patterns could be regionalized for each continent's firefily species (I am a biologist at heart, after all). This was ultimately deemed to be unnecessary, so a single pulse animates the opacity here.
This is the aura effect for activating the 'Atomic' Power-up. I tried to keep the overall effect fiery, but used 'Kirby Dots' to evoke a hint of 1960's atomic imagery.
Valentine's Day Rose Petals
DCUO makes auras for each holiday. So when February rolled around, I was asked to make a 'romantic' aura, so I used a similar technique to the autumn shader, with rose petals.