Only a small portion my work from Tom Clancy's The Division.
Dynamic "Gas on Water" shader. This shader seamlessly blends with textures and materials beneath it. The main feature of this shader is the gas changes color and opacity based on the dot product between the world camera heading and the objects normal. This shader also uses the screen space normals to help dictate additional UV distortion for more realistic flowing look. This is just one of the small details that has been vocally appreciated by members of our fan base.
Dynamic "Body Fluid" shader. This shader allows for a user to control the visual viscosity of the fluid, running/draining direction and speed, and additional UV distortion to make the final visual that of multiple fluids mixing together. While making the shader many people in the office had very guttural reactions to the visuals, and once it was used in the world by our team the other studios quickly adopted this as our main blood shader.
Christmas Lights shader. This shader allows it user to define color, visual patterns (on/off/blink/chase/random dead bulbs), and colorize the emissive light and blub color independently or in unison with up to 3 different colors. Every emissive light that blinks, twinkles, or does a chase pattern in the division is using this shader
Custom decal projection shader - use case 1. This widely used decal projection shader helps deal with a number of common decal related issues including: floating decals, stretching textures on curved or uneven surfaces, correct projection without visual clipping on vertex modified meshes, and using too many decals to get coverage over area. In this instance it's being used for giving this building a burned look. For this treatment we have also additional mask inputs to allow for the use of generated noise or UV specific patterns to break up any visual tiling or create content specific visuals.
Custom decal projection shader - use case 2. In this example there are only 2 decals being used to accomplish this burned building look. At this location we are using the additional masking to create a "burn area" around the windows that are currently on fire or that were previously to help with one of our level art driven narratives.