Experiments
Shadertoy 3d volumentric noise experiment.
Shadertoy Ray Marching experiment
Shadertoy Ray Marching experiment
Unity Capsule Lighting test
Unity Capsule light Shader
Flipbook morphing using signed distance fields
Two frame square-circle flipbook. 4 frame flipbook wirth and without morphing.
IK chain in unity
Bound IK chain in unity
Bound IK Chain with gravity
Back
Shadertoy lavalamp. A shader that draws a 'friggen' lavalamp!
HLSL Targeting trajectory indicator,
The Game I wrote this for recently came out. This is a HLSL based trajectory indicator for a mobile game. Originally, we were using a sprite chain, but we wanted to move the indiactor to the GPU for speed. It would be better to use a compute shader for this, but most mobile platforms do not support compute shaders. So this is all HLSL shader code on a simple pice of geometry. You can set the life time, magnitude, gravity, width and taper of the indicator. The rotation comes directory from the world space rotation of the geometry.
Morphing SDF Primatives in shadertoy
Morphing Signed Distance Fields works in 2D, how about 3D.
This test morphs between three SDF primatives, a shere, a torus, and a cube.
Unity post process halftone renderer
Unity realtime halftone stylized effects
Pseudo Volumetric Clouds.
Construction Shader for Unity
Had an interview the other day where they wanted to know if I had any experience writing shaders like they have in fortnite where the object appears to assemble itself. I told them that I had written shaders that did simular things and I thought I could do it. Not sure if I convinced them or not. But when some asks about something like that I have to give it a go on my own.

So here it is, my Fortnite like object assembly shader where a wall builds itself.

I wound up incoding the bricks ID into the UVs and the Pivot for each brick in the vert color. I might keep working on this one. Might be fun to have the mortar ooze up through the gaps in the bricks as the wall assembles.
Just having Fun with Unity
Liquid Shader
Liquid Shader
Wanted to take a stab at the liquid in a volume shader thingy.
The biggest problem is capturing the top surface of the fluid. I wound up ray marching to a sin wave field with in the volume to get the surface normal.
A quick take on agitating the fluid.
It's been a while since I've done any VFX work. I got inspired by a freinds work and wanted to try a few things.
I wrote a bezzier spline based animation system and a custom ribbon trail for unity. Along with several shaders for trails and particles. I'm pretty happy with the trails.
Vortex Effect
A while back I was asked to do a test for a position I was interested in. They wanted me to create an effect to vanish a tree. I think they were thinking about a thresholdy type thing, but I wanted to try something different. I thought it might be fun to have the tree get sucked into a vortex. I wound up rigging the tree so I could give it a little movement. Then I wrote a shader that would suck the tree down a spiral. It's fully 3D and you can watch it from any angle. I wrote another version of the shader that make the camera axis the axis of the spiral. It's interesting to watch.

They did offer me the job, but it wasn't the right situation.