Tech art
Write-ups
Rendering a large field of grass
Three layers of grass in Farsight that share the same wind, clouds and colour, built to run on low-end machines.
Rain on the player's glasses
A single URP screen pass with procedural drops that refract out-of-focus copies of the frame.
Eye floaters
Procedural strands in a screen pass that lag behind head turns on a spring.
A photo whose eyes follow you
Pupils repainted in a lighting-preserving overlay that only move when you are not looking.
Recreating the Game Boy camera
Tone mapping, an 8x8 Bayer dither and a five-shade palette.
Pouring milk
A procedural tube mesh on a ballistic arc, with ripples, foam and floating cereal.
Drawing in pencil and pen
Soft stamps composited into erasable and permanent ink layers.
Fireplace flames with real depth
A ray-marched volume coloured by temperature.
Leaving wet footprints indoors
Shoes soak in the rain and leave URP decal prints indoors.
Icons that morph from a dot
SDF shapes that morph from a dot into a glyph as you approach.
How to make a 2D platformer feel good
Jump input buffering, coyote time, corner correction, and other game feel tricks.
2D butterflies with Unity's particle system
A simple tutorial for making cute 2D butterflies with the particle system's texture sheet animation.
Wind particles in Unity
A simple tutorial for making a wind effect with Unity's particle system.
Unity Shader Graph experiments
A collection of my experiments with Unity's Shader Graph.