Over the course of my time in the gaming industry, I've had to work with shaders in various forms across multiple engines.  Most of this work has been centered around visual fidelity or performance.  This authoring has been primarily focused in the pixel shader area.  For Halo 4 and Halo 2 Anniversary, I created shaders for things like snow, terrain, and water.  Exostorm required me to write shaders for almost all the surface types.  Both of these projects required authoring in HLSL.  Maya preview shaders have required me to author in CGFX.  DC Universe Online, the Agency, and Terragaul required materials created in Unreal's material editor.  I am by no means a graphics programmer, but I've learned to confidently navigate shaders and profilers to get the best results for the games