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My Portfolio
Here you'll find a mixture of technical and artistic projects using a wide range of tools and software.
Toon Shading with Unity's Scriptable Render Pipeline
As a way of delving deeper into Unity's rendering pipeline, I created my own render feature in C#, utilizing the built in bloom and screen-space ambient occlusion shaders. This feature runs these through my own shader that filters the bloom through benday dots, the ambient occlusion through hatching lines and adds a laplacian edge detection ink outline.
The environment used is a sample environment included with Unity.
The environment used is a sample environment included with Unity.
Unity Compute Shader Bloom with Custom Render Pass
As a way of getting started with compute shaders, I created my own bloom shader, which leverages Unity's scriptable render pipeline and rendering library in C# to pass render targets to and from a compute shader. The blur uses a mixture of box and kawase blur techniques to create a blur effect that is on par with Unity's built in one in terms of performance.
The environment used is a sample environment included with Unity.
The environment used is a sample environment included with Unity.
Rivers and Waterfalls Unity Tool
A Unity tool written in C# to create procedural rivers and waterfalls in real time with a custom shader.
Unreal Rain and Sky Plugin
A plugin for Unreal Engine that adds rain, wind and sky to a level.
Includes easy to implement particle effects, shader functions, blueprints and documentation for artists and designers to add rain, wind, clouds and a day night cycle to their scene.
Includes easy to implement particle effects, shader functions, blueprints and documentation for artists and designers to add rain, wind, clouds and a day night cycle to their scene.
Marceline's Room Environment
An environment art project, recreating Marceline's room from Adventure Time. I did this project to explore heavy cartoon styles in a small environment. Using custom shaders to create cartoonish effects such as outlines and clear lighting bands, recreating the simple charming look from the show.
Unity Liquid Shader
A liquid shader made in Unity's Universal Render Pipeline using HLSL and C#
This includes a liquid shader with a consistent fill level, a C# script that wobbles the liquid with container movement and a glass cel shader.
This includes a liquid shader with a consistent fill level, a C# script that wobbles the liquid with container movement and a glass cel shader.
Unity HLSL Cel Shader
A classic cel shader written in HLSL for Unity's Universal Render Pipeline.
It uses URP lighting and shadow information so it works with regular light components, with different colours and intensities. It uses the blinn-phong shader model to create self shadowing and highlights, along with a fresnel function for rim highlights.
It uses URP lighting and shadow information so it works with regular light components, with different colours and intensities. It uses the blinn-phong shader model to create self shadowing and highlights, along with a fresnel function for rim highlights.
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