Developed as part of an advanced specialization course focused on graphics programming. The project was created in collaboration with one other developer and implemented in Unity, using HLSL shaders instead of Shader Graph to gain a deeper understanding of low-level rendering.
Developed a dynamic snow particle shader and only rendering it a around the player, including reactive swirling behavior that intensifies with player movement.
Created a tessellation-based snow shader that dynamically adds snow accumulation on top of scene geometry.
Adapted standard assets into a snow-covered environment through procedural shading techniques.
Worked entirely in HLSL to better understand shader fundamentals and rendering pipelines.
A major challenge was the lack of documentation for several of the techniques and systems used, which required a highly iterative workflow based on experimentation and debugging. This trial-and-error approach was key to achieving the final visual results and deepening understanding of shader development.
Developed in Unity as part of a graphics-focused project centered on shader programming within the Universal Render Pipeline (URP). The project focused on creating flexible and reusable shader systems using HLSL.
Designed and implemented a tessellation-based grass shader capable of transforming any mesh into dense, stylized grass.
Developed a wide range of customizable parameters, allowing fine control over appearance such as density, height, movement, and overall style.
Focused on creating a reusable and artist-friendly shader adaptable to different environments and visual directions.
Worked entirely in HLSL within URP to deepen understanding of modern rendering pipelines.
Similar to previous shader work, development was challenged by limited documentation, requiring extensive experimentation and iteration. Achieving both flexibility and performance while maintaining visual quality required careful balancing and repeated refinement.