I don't have much to show from shader tasks on KZSF, I was mostly lighting focused on that project. One thing I do have is the custom deferred flood shader that was applied to the whole level once the water had come through. Please note that the water flood itself was implemented primarily by Piran Tremethick with Oli McDonald doing effects placement.
The flood shader was a essentially a huge cube that was applied to the middle channel of the level, there was a shader parameter to make it off by default. Once the flood had come in it wrote out new diffuse, roughness and reflectance values for everything under it to make the level look recently wet. It then gradually dried up based on a precalculated gradient mask which I had set up to make exposed areas dry first.
Other fun shaders I did for this level was a heat haze (UV wibble) effect for the skybox and a valve dial next to the flood button that filled up as the flood system recharged.
KILLZONE⢠SHADOW FALL flood video