I tried to give life to the dungeon by adding a subtle layer of motion.
Torches are a combination of panners, vertex offset, if statements and particles. Candles are a simple mesh with a panning vertex offset to give that flickering look.
The water is completely customizable. Color, wave size, wave direction, foam scale, specular twinkles amount and speed, etc.
I use a "Distance to nearest surface" node to project the edge foam on the actual water plane to get a better look.
I wanted to showcase some of the shaders I worked on for a Low Poly Dungeon project I worked on with some friends. The idea was to make things look as simple as possible while pushing tech into almost everything we did to give it a more refined/polished look. I am very happy with the water shader as well as the portal. To get the most mileage out of the props almost everything is brought in as a basic mesh and assembled into an object via blueprint actors.