
Water Ripple Shader (2024)
Software : Unity

This effect is achieved using 2D Water Algorithm along with Unity's RenderTexture and CommandBuffer.
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Key Features :
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Ripple surface follows the target object in world space
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No additional camera setup is required; the CommandBuffer handles everything in a closed system. Just one script component is attached to the water mesh
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The system renders the target object's cross-section as the ripple source, eliminating the need for any mesh collider
Flag Animation (2024)
Software : Unity, Houdini

I'm working to improve the old flag animation in Airship: Kingdoms Adrift to make it more dynamic. The animation now reflects wind strength and direction.
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To achieve this, I use a combination of blendshape and vertex animation shaders to simulate the effect of a flag fluttering in the wind. It's also a great opportunity to try out Houdini's Vellum simulation to get believable flag folding blendshape data.

Lookup Texture(LUT) Skybox (2024)
Software : Unity

One of my biggest sins during the implementation of the Skybox for Airship: Kingdoms Adrift was the performance cost. Raymarching shaders in real-time are unnecessarily expensive for games. After conducting research, I found the paper "A Scalable and Production-Ready Sky and Atmosphere Rendering Technique" and an example implementation on ShaderToy. These resources were invaluable in helping me implementing the shader into Unity.
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Key Features :
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Physically Corrected Lighting Calculation, with adjustable atmospheric parameters
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High Fidelity Graphics, achieved with relatively low rendering cost
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Old skybox took 7308 microseconds to render​
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LUT skybox took 760 microseconds to render
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(RenderDoc @2560x1440, Geforce GTX 1080)
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3 LUTs Updating at Different Rates:
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Earth Setup LUT and Transmittance LUT (most expensive): Updates when atmospheric parameters change
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Sky-View LUT (moderately expensive): Updates when the time of day changes
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Aerial Perspective LUT (very cheap): Updates every frame
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