Shaders

This shader showcase demonstrates advanced shader development across Unity and Unreal Engine, integrating tools such as ShaderGraph, VFX Graph, Niagara, Material Editor, and direct HLSL coding.
Accomplishments:
Unity — ShaderGraph & VFX Graph:
Created a wide range of shaders and particle systems using Unity's node-based tools. Developed procedural materials, interactive surfaces, and dynamic lighting effects, achieving consistent results across both Built-in and URP pipelines.
Direct CG / HLSL:
Wrote and optimized custom shader code in HLSL for real-time rendering control. Implemented custom lighting models, post-processing effects, and GPU-efficient materials, demonstrating solid expertise in graphics programming and low-level rendering.
Unreal Engine — Niagara & Shader Systems:
Developed real-time particle and environmental effects using Niagara, integrating GPU simulations, dynamic emitters, and motion-driven visuals. Combined Niagara with Material Editor to create reactive, procedural, and emissive effects with real-time feedback.
Unreal Engine — Material Editor & Native Shader Tool:
Utilized Unreal's Shader Tool and native shader compilation system to integrate custom HLSL code directly into materials. Created advanced shaders for refraction, motion feedback, stylized rendering, and cross-platform optimization (SM5, Vulkan, DX12).
Optimization
Optimization & Cross-Platform Porting
Specialized in optimizing real-time rendering performance across multiple platforms — from high-end PC and PCVR builds to mobile and standalone VR (Meta Quest 3) — while maintaining maximum visual fidelity and stable framerates.
Performance Engineering:
Implemented advanced optimization techniques, including:
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LODs with crossfade transitions, ensuring seamless visual quality while reducing vertex load.
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GPU Instancing and Material Instances to minimize draw calls and memory overhead.
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Batch control and culling strategies to optimize scene complexity without sacrificing detail.
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Texture streaming, reduced overdraw, and shader variant management for consistent GPU performance.
PCVR → Quest 3 Pipeline:
Successfully ported high-fidelity PCVR content to Meta Quest 3, preserving quality and performance at 90 FPS+ under standalone constraints.
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Leveraged Vulkan and OpenGL ES rendering paths for platform-specific optimization.
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Re-authored shaders and materials for mobile-tier GPUs, maintaining lighting, reflections, and post-effects.
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Optimized particle and shading systems, balancing GPU cost and visual clarity.
