Characters, shaders — the things I've shipped, and the ones made with love.
Selected art from the last few years — character work, some real time, some offline, and the occasional real-time animation.
Gallery
Shader experiments
Patching Meta SDK's Depth Occlusion: A Dual-Channel Portal System for Meta Quest 3 in UnityHow I patched Meta SDK v77's environment depth occlusion with a dual-channel portal system, letting virtual objects render through real-world surfaces like glass without breaking depth tests elsewhere.UnityStopping Fence Cages from Dissolving at Distance in VR: A Mip-Aware Alpha Function for Thin Geometry in UnityFences and cage prefabs on Quest 3 disintegrate into noise and then vanish entirely as the camera pulls back — no mip or coverage import setting saves them. The fix is a single Shader Graph custom node built around distance-based cutoff reduction via mip estimation, with fwidth sharpening and 4-tap RGSS alpha supersampling there to feed it clean input. The close-range shimmer going quiet is a side effect.UnityMoving Smoke Collision Off the CPU for VR in UnityUnity's particle Collision module is a per-frame, per-particle CPU tax. On Quest 3 that tax is unaffordable. Here's the alternative I built.Unity