Shader Reel

Here are some of my VFX and shader works from my previous projects and study.

Toon Shading - Unity

Developed as a versatile shading solution, this toon shader implements multi-step diffuse lighting with masked specular and rim effects. I integrated dual shadow calculation methods—offering the choice between procedural math and baked ramps—and built a dedicated editor utility to automate gradient texture generation, bridging the gap between technical flexibility and artist ease of use.

PBR Material - Unreal

Developed a modular PBR master material designed for high-fidelity customization and performance in Ballistic Brews. It employs overlay blending to preserve details while offering extensive color control through masks. It also supports a channel-packed RGB texture for AO, Roughness, and Metallic maps.

Additionally, the shader also uses custom HLSL to create emissive effect for player states, such as blinking and invulnerability, that interface directly with gameplay systems to provide clear player feedback.

GT Grass

I made this grass painting tool at my down time. GT Grass offers a stylized grass effect achieved through a combination of geometry and tessellation shaders, supplemented by an intuitive editor tool for grass creation. It is compatible with Unity's Built-In Render Pipeline, Universal Render Pipeline (URP), and High Definition Render Pipeline (HDRP). GT Grass also provides versatile support for grass customization.

Asset Store Link

VFX Balls

VFX Balls series include a Star Gate Ball, an Electric Ball and a Molten Core Ball.

This is from a tech art test for shader programming in HLSL and is used with permission.

Mesh-Based Volumetric Cloud

I made this Mesh-based volumetric cloud for Homestead Arcana, which uses GPU Instancing + 3D & 2D noise to render the shape and movement. You can use any mesh you have to create the cloud shape. Its diffuse and translucent is adaptive to the directional light and has a self adjustable color. You can also adjust the transparency and dithering to make it look semi-transparent when the player is close to the cloud.

Ray-Marching Volumetric Cloud

This volumetric cloud system aims to allow environmental artists to place and tune cloud effects in levels easily.

  • Ray-Marching: Architected a highly optimized, stylized volumetric cloud system using custom ray-marching algorithms with noise textures, maintaining strict performance targets for both PC and console releases.

  • Custom Volume Control: Developed a post-processing framework that renders camera-facing fog layers within specific boundaries, granting art teams precise control over atmospheric thickness and color profiles.

  • Seamless Environmental Blending: Implemented depth-fade to smoothly transition volumetric effects near opaque geometry, ensuring cohesive integration with the game's stylized art direction.

Laser Jacket

This laser jacket shader has a laser color effect like the spectrum which is used for some certain jackets and space suit.

Stylized Water

This stylized water shader includes custom surface and bottom color, distortion, foam, caustic, reflection and specular effects.

Dungeon Crack

This is a dungeon crack effect which can be place anywhere on a plane.

Ghost Character

This Ghost demo is a vertex animation with fresnel effect.

Potion Smoke VFX

As the Technical Artist for Homestead Arcana, I crafted a captivating smoke effect using Unity VFX Graph, a custom shader effect, and a simple C# script. This dynamic effect was designed to enhance the visual impact of a potion explosion within the game.

Magic Broom VFX

As the Technical Artist behind Homestead Arcana, I crafted the enchanting magic broom tail effect using Unity's VFX Graph in conjunction with Ara Trail. Serving as the primary mode of transportation outside the miasma, the magic broom effect seamlessly immerses players into the game's mystical world.