This is video showing off my procedural rust shader that I created for my GPH-389 (Real-time Graphics Techniques) Final. It is a GLSL fragment shader made for use in the RenderGL program created by Professor John McDonald.
It starts by creating three different variables of fbm noise from a 3D noise map. One of those is clamped and used to show the paint disappearing/peeling away. Another is used to mix colors to get the rust colors/texture. And the final one is used to show the rust bleeding through the paint. The noise variable used for the paint peel is multiplied by a time variable to show the rust affecting the paint over time. I also did a bit of a hack to the normal of the paint in the area before it would disappear. This added a bump map effect to it and made it look like it was about to peel away.
It is my plan to remake this in HLSL so I can learn more about shaders in XNA.