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Software Engineer | Fullstack & Cloud | AI-driven Streaming & Graphics
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written in HLSL
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VAT (Vertex Animation Texture) with Unity Shader Graph and Visual Effect Graph
A recreation of Zelda: Breath of the Wild's toon shader in Unity, using Shader Graph
Universal Render Pipeline Shaders for Smoke Lighting (Normal, 6-Way + ASTA Workflows) for VFX Graph and Shuriken
GPU-based flocking driven by VFXGraph using a compute shader for spatial partitioning