Several custom HLSL shaders I made late last year, these include:
Grass
The grass is created using a Geometry shader, it uses Tesselation to
increase the ammount when close and decrease it when further away. It
uses a wind matrix which can be affected by my custom wind, this
activates the Vertex displacement swaying the grass, they also have full
light, shadow and normal mapping.
Leaves
They use a wind matrix and vertex displacement to achieve a wind
effect, they also have the ability to be affected by the controllable wind I
created.
Water
This uses Raymarching and Parallax Mapping, combined with Vertex
Displacement to achieve a wave effect.
Clouds
A Volumetric Ray Marching Cloud shader, consisting of 3D Value and
Voronoi noise, using the Shlick Phase Function, the coulds also use
raymarching to create the lighting and shadows, which have sun and
ambient colour, Scattering and Extinction coefficients.