![](https://static.wixstatic.com/media/e844e1_b0f1d9b019ca4a2f92362ccf98d30d9e~mv2.png/v1/fill/w_55,h_62,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/e844e1_b0f1d9b019ca4a2f92362ccf98d30d9e~mv2.png)
Synchronauts art was primarily shader-driven in earlier stages, which led to quite a lot of interesting learning experiences. This itself is a fresnel emission layered on top of the standard material when the object is highlighted to be clicked on; and allows multiple colours to warn players of potential threats! I also managed a wonderful animated shader for the rings on the tiles, which was quite a pain to get working without any specialized textures.
![](https://static.wixstatic.com/media/e844e1_9be7033b1d4841599226c735112c9a92~mv2.gif)