A system I made for 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 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.