Artworks
Selected art from the last few years: character work, some real time, some offline, and the occasional real-time animation.
Shader experiments
A few of the shaders I created that required a creative solution for the problem at hand.
Modifying Meta SDK's Depth Mask on Quest 3 to Prevent Tracking GlitchesHow I patched Meta SDK environment depth occlusion with a dual-channel portal system, letting virtual objects render through real-world surfaces like glass without breaking depth tests elsewhere. (Not Automatic)UnityStopping Alpha Based Fences from Dissolving at Distance in UnityFences and cage prefabs in general disintegrate into noise and then vanish entirely as the camera pulls back, this is however, drastically noticeable in VR, specially one being used as trainer for armed operators. The fix is a single Shader Graph custom node built around distance-based cutoff reduction via mip estimation, with fwidth sharpening and 4-tap RGSS alpha supersampling there to feed it clean input. The close-range shimmer going quiet is a side effect.UnityMoving Particle Collision and Culling Off the CPU in UnityUnity's particle Collision module is a per-frame, per-particle CPU tax. On Quest 3 that tax is unaffordable. Here's the alternative I built. Limitations: The cull geometry and smoke spawn must be static.Unity