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VFX and Shaders

I create real-time VFX and shaders in Unity across both URP and HDRP pipelines, working with Shuriken, the VFX Graph, Shader Graph, and writing custom shaders by hand where needed. Whether it's a stylised particle effect or a performance-critical shader packed with multiple functions to reduce draw calls, I focus on hitting the visual target without blowing the budget.

Shaders and Visual Effects

Universal Render Pipeline

Challenge:

Creating various real-time VFX and shader effects optimized for a VR technical learning experience. The effects need to be synchronized with the animation system and can be triggered when needed. These effects should highlight the inner workings of mechanical devices or guide the player in the right direction.

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Solution:

​I developed a series of real-time VFX and shader effects tailored for VR, ensuring they are optimized for performance. These effects are integrated with the animation system, allowing them to be triggered contextually. They serve to illustrate the inner workings of mechanical devices and provide visual guidance to the player. See various examples in the video to the right.

Challenge:

Creating a portal effect for the player to move from the VR lobby environment to another room. The transition needed to be visually seamless and immersive.

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Solution:

I designed the environments and implemented a portal effect to visually showcase the transition between the VR lobby and another room. The visual prototype, which can be seen to the right, is running in Unity. The final VR version functions slightly differently but maintains the intended immersive experience.

Challenge:

Visualise cells (like this phloem cell in the example) and show water and dissolved sugar particles traveling through in real-time. VR implementation should be available as well.

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Solution:

I designed the cells together with the visual effect that funnels particles in and out of the cell. The VFX graph allowed me to set an SDF field to limit the movement of the particles. Works on Meta Quest as well.

Challenge:

Allow VR users to pick up a looking glass to view atoms changing their state when heat is introduced.

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Solution:

I created a custom shader that reveals the atom layer when viewed through the looking glass material. By tracking the fire's position relative to the rod, I can dynamically change the atom animation to reflect their state change due to heat. See the example video.

Challenge:

Showing various cells under the microscope for a VR learning experience.

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Solution:

I created various images to accurately recreate the appearance of original cells and layered them in Unity to achieve a parallax effect. Additionally, I integrated particle simulations to enhance the dynamism of each cell visualization. Post-processing effects were applied to increase the realism of the scene.

Real-time Animation and Visual Effects

High Definition Render Pipeline

Spyrig

A surveillance balloon model

Spyrig 4000 in NYC

I created a real-time animation using Unity's HDRP

Animating the Spy-Rig - pigeon and camera

Adding Fire VFX and lighting the scene

Combined all textures together as one material for better performance.

Carla

A real-time animation built entirely in Unity HDRP — featuring custom VFX Graph particle effects, character and camera rig setup, scene lighting, and post-processing. Everything rendered in-engine.

Carla gif

Real-time particle animation

Carla

A  real-time 3D + sound experience

Graceful Impact
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