Developed a custom stylized hair shader to enhance character readability while remaining lightweight for real-time use.
The shader uses artist-controlled highlights to shape the hair’s appearance, enhancing depth and polish while supporting the stylized character look.
A complementary rim lighting shader was created to better separate the character from the background, improving visibility across different lighting conditions.
Both shaders are integrated into a single master material with controls exposed through material instances, allowing efficient iteration without modifying the core shader.
Built a stylized real-time water system designed to support gameplay while staying performance-friendly.
The shader uses an opaque single-layer setup to keep rendering costs low while remaining suitable for gameplay.
I developed a custom buoyancy system from scratch using multiple float points, allowing objects to rise, tilt, and stabilize naturally on the surface.
The system is parameter-driven, making it easy to adjust visually while maintaining runtime performance.
Developed a suite of stylized foliage shaders to support cohesive environment visuals while remaining lightweight for real-time use.
The shaders provide artist-friendly controls through material instances, enabling adjustments to color variation, wind behavior, highlight shaping, and canopy density.
Runtime Virtual Texture blending allows foliage to inherit landscape color and texture, helping assets integrate naturally into the environment.
Separate shaders were developed for grass and for bushes/trees to maintain flexibility and optimize performance while preserving a consistent stylized look.
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