Here are some of the shader and technical solutions that I made for Immortal Realms.
Outside my main responsibilities of leading and art directing the environment production one of my larger responsibilities were most of the shader creation, oversight of the optimization and creation of several in-engine tools to help with development of the game.
We use several kinds of shader wizardry to achieve what we have in the game some of which are not showcased here.
Buildings rely on globally shared textures, characters use an inverted fresnel to increase unit visibility and almost all 3D assets rely on a custom channel composition in order to minimize the amount of textures used.