Keep It Together (2017)https://fenreliania.itch.io/keep-it-together
The backgrounds in Keep It Together use a shader composed of two parts; the pattern and the palette. The shader and workflow allowed me to create very different visual effects with minimal effort. Similarly, the workflow for UV mapping facial components enabled easy palette-swapping, without adding extra mapping textures.
CGA Hell (2019)https://fenreliania.itch.io/cga-hell-aquarius
Full-screen shader that creates a cell-shaded palette-mapped effect, with dithering. The dither value is added to the brightness to sample a palette. Both the palette and dither can be swapped out, which combined with some other settings, allows palettes of different colour counts to be used with appropriate levels of dithering.