Project Info:
Role: VFX Artist
Team Size: 3
Time Frame: -
Tool Used: Unity
About The Project
This section presents an overview of the knowledge and experience I acquired during my university Computer Graphics course. Throughout the course, I explored the use of Unity’s Shader Graph, focusing on the creation of custom shaders and visual effects. The projects allowed me to experiment with various techniques, gaining a deeper understanding of how shaders can enhance visual fidelity and expand creative possibilities in interactive applications.
Link: Github Repository
Smoke
In this project, I worked on replicating the smoke effect inspired by the game Valorant. To achieve this, I combined Unity’s Particle System with custom shaders, utilizing layered textures, color variations, and gradient transitions. The process involved fine-tuning particle behavior and shader properties to simulate the dynamic and immersive qualities of in-game smoke effects.
Water
In this project, I recreated the visual effect of water in a pond by combining multiple graphical elements. The effect included the simulation of wave motion, dynamic foam generation on the water surface, and foam interaction with surrounding objects. To enhance realism, I implemented the Blinn-Phong lighting model, allowing the water’s color and reflections to react accurately to environmental light sources.
Mario Kart Cube
In this project, I recreated the iconic surprise cube from Mario Kart using Unity’s Shader Graph. The effect integrates rotation across all axes, an ice-like texture, and a time-based rainbow gradient to convey a vibrant and dynamic appearance. Additionally, cubemap reflections were applied to enhance realism, while animated dot patterns were projected onto the cube’s faces to complete the effect. The entire visual result was achieved exclusively through Shader Graph, without external scripting.
Shield
In this project, I developed a spherical shield effect composed of interconnected hexagons, designed entirely with Unity’s Shader Graph. The shield features a glowing edge that dynamically intersects with surrounding objects, subtle flashes, and a slight distortion of the environment within the barrier. Additionally, a periodic animation was implemented, causing rows of hexagons to briefly protrude outward before returning to their original position. This effect was achieved by inverting the model’s normals and manipulating the hexagon vertices directly within the shader, resulting in a visually striking and dynamic shield effect.
Magic Spell
In this project, I designed a magic spell effect using Unity’s Particle System. The sequence begins with a summoning phase, represented by helical shapes that form the spell’s initial appearance. This is followed by a spiraling energy effect, featuring a glowing central particle and a rotating spiral that gradually expands over time, accompanied by smaller particles to emphasize motion. The final phase introduces a wave effect that grows outward, leaving behind a luminous trail and expelling elongated particles in the direction of the attack. The entire effect was crafted exclusively with Unity’s Particle System, focusing on timing, layering, and particle behavior to create a cohesive and dynamic spell animation.