LAB
Experiments in realtime systems, visuals and tools.
Code / Optimization
A focused Unity rendering experiment comparing a high-batch scene with a shared-material workflow.
- Batches
- 14,663
- Tris
- 6.2M
- Verts
- 4.3M
- CPU main
- 4.4 ms
- SetPass calls
- 72
A MaterialPropertyBlock-based rendering workflow allowed hundreds of objects to share a common material while retaining per-object texture variation. In the supplied Unity comparison, the reported Batches metric drops from 14,663 to 89.
Shaders
Focused realtime material and surface studies, curated around motion, response and visual clarity.
Water Pump Shader
A stylized water-pump effect created with realtime shaders and custom texture work produced in Krita.
Space-Time Fracture Portal
A three-dimensional space-time fracture and portal effect combining realtime visual effects with a Blender-created 3D model.
Fake Interior
A fake-interior shader using parallax to create the illusion of furnished depth behind repeated building windows.

Camera Visual Effect
A realtime camera-space visual effect implemented with shaders through Unity's rendering feature pipeline.

Holographic Force Shield
A realtime holographic force-field shader built around transparency, emissive response and a readable hexagonal surface pattern.

Caustic Effect
A realtime shader study reproducing animated underwater caustic light patterns across surrounding surfaces.
VFX
Realtime effects where timing, silhouette and energy flow carry the visual idea.
Black Hole
A realtime black-hole effect combining Unity VFX Graph, shader-based distortion and Blender-created rock and asteroid models.
Dragon fire
A directional fire study focused on timing, silhouette and the relationship between the effect and its source.
Ground impact
An impact sequence exploring anticipation, fracture readability and the release of energy through the ground plane.

Projectile contact
A selected frame studying a compact fire effect at the moment it meets the environment.
Procedural Environments
Node-based generation carried from terrain structure through environment variation to a composed realtime result.
5 km × 5 km Procedural Terrain
An optimized 5 km × 5 km terrain created through a node-based procedural generation workflow and prepared for realtime environment production.

Procedural Glacial Environment
A procedurally generated glacial terrain created with a node-based terrain workflow, combined with realtime shaders for water, snow and ice, including refraction effects.