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Experiments


URP AO Revamp

I replaced the URP’s AO to fade out more than just reflections, it now acts as true AO, blocking all indirect and direct light

Pre Baked AO - Our Method

Pre Baked AO - Unity's Method

KMotion Fork

I forked and integrated Kink3D’s kMotion into my URP stack, adding some tweaks for quality.

Credit goes to Kink3D for making kMotion

Motion Blur

Blacklights

I modified the URP light data, allowing for blacklight effects in shaders

Blacklight Demo

Shaders

Iridescence

The iridescent / “thin film” shader is a modified URP Lit that uses an iridescent method from this shadertoy which was originally made by al-ro

Proximity Fade

This feature is integrated into URP Lit itself, the idea comes from The Walking Dead: Saints and Sinners

Code Rain

The Matrix 4 came out and the marketing inspired me to make a code rain effect in my own style

Iridescence (Rifles)

Iridescence (Pistols)

Proximity Fade

Code Rain

Baked Volumetrics

Through an optional render pass, we can precompute and display baked volumetrics in game, allowing light to feel as if it was propogating further

Atrium - Fog On

Atrium - Fog Off

Neon - Fog On

Neon - Fog Off

Range - Fog On

Range - Fog Off

Cubes - Fog On

Cubes - Fog Off

Monolith - Fog On

Monolith - Fog Off