I am in the process of learning HLSL, but for Sporox, it was under a time constraint that made using shader graphs a lot more effective a process. I created several shaders for the game which was helped with my experience making materials in Blender. Most of these were procedural, but I recognise this can slow the game.

Crystal shader, emissive fresnels with colour

Crystal shader, emissive fresnels with colour

fresnel params.mp4

simple ghost shader, fresnel with noise

simple ghost shader, fresnel with noise

BigSpore/GreedSpore shader, did not make it into the final demo, used lots of different noise, fresnels and multiplying in colours

BigSpore/GreedSpore shader, did not make it into the final demo, used lots of different noise, fresnels and multiplying in colours

greedspore params.mp4