A hair shader I made for the mobile game uFighter at Tonk Tonk Games, inspired by the talk The Process of Creating Volumetric-based Materials in Uncharted 4 at SIGGRAPH 2016. It features the Scheuermann specular highlight model for hair rendering, an extra ambient occlusion map which utilizes the hair's secondary UV, and a faked transmission effect when the hair is seen against the light.
Credit: Warren Boonzaaier (Hair Authoring), Shalin Shodhan (IBL Shader Base).
A system I made for the game Exodus to add dynamic effects for vegetation. First, a custom Houdini tool was made to bake pivot information into the mesh. Then, in Unity, a Shader Graph shader unpacks the data and applies vertex animation to the model. The vertex animation logic is based on Unity's Book of the Dead demo.
Role: Houdini mesh processing tool, Wind shader.
A set of shaders and editor tools I made for the project Cutting Edge. The tool allowed the team to implement content-aware scene transitions with ease, for storytelling purposes. The shaders not only implements traditional film cut techniques like crossfading and wiping, but also effects that only make sense in VR like 3D spreading.
Role: Scene transitioning shaders, Unity editor tools.