Some custom shaders created in a custom OpenGL environment.
Shaders work in any other rendering environment with shader support.
The hue of the texture changes based on the viewing anglebetween the surface and the camera, based on a given iridescence map.
The biggest challenge was getting the shader to properly enterpret the viewing angle from the input matrices and select a hue accordingly.
Programs used:
Microsoft Visual Studio
Autodesk Maya
Adobe Photoshop
If the embedded player isn't working, click here for the youtube link.