Custom ShadersI specialize in developing custom shaders to enhance visual effects, optimize asset performance, and streamline the development process. While I primarily utilize node-based shader graph tools for most of my work, I also create shaders in HLSL/GLSL when specific project requirements arise. To ensure consistent asset usage across multiple platforms, I usually port my shaders by recreating them in various editors.
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Procedural Sports Field Shader for Unity
This shader enables the efficient design of sports fields and courts within the development platform. I have fully developed this shader to support our sports application projects on Unity and later adapted it for RealityKit in Reality Composer Pro. It offers control over numerous parameters such as sport type, dimensions, aesthetics, and animations, requiring only a few textures as input.
Shader demonstration in project
This shader resolves several challenges we encountered and significantly streamlines the art integration pipeline.
It does not rely on external 3D assets; instead, it applies directly to a native cube in Unity
Field dimensions can be accurately adjusted to match the actual size of the field where the live game occurs, thanks to its meter size values and procedural calculations.
It operates with a project template architecture to accommodate multiple sports without the need for custom edits.
It allows control over visual and branding elements as often required.
It is built with values ready for in-app animations such as reveals, branding, and state changes.