Technical Art


Potion shader

This effect was used in Neon Souls to display the amount of potions left. The shader could easily be controlled to change the color of the liquid to display the different potion upgrades, or the liquid level, as seen above.

The entire shader was created through Shader Graph with signed distance fields to create the different shapes, and some creative noise manipulation for the bubbles.


Health bar shader

This shader was also featured in Neon Souls to display every ressource bar in the game. Above, you can see the use for the player health, stamina, and mana bars, but the shader was also used to display enemy and boss health.


Colorblind correction filters

I valued accessibility for Neon Souls, so I made a filter that can be adjusted in the menus to compensate for colorblindess. It can correct protanopia, deuteranopia, and tritanopia by shifting the colors in post-process, and the filter strength can be adjusted with a slider for those suffering from deuteranomaly, protanomaly and tritanomaly.


Light pillars

I thought it was important to indicate to the player in Spectra Hunt hints to the whereabout of their objectives. Creating a cylinder that scales and intensifies bloom with distance to the player was a pretty simple approach, and plays nicely into the theme of the game.


Stylized water with planar reflections

I have been playing around with water shaders for a while, and I implemented one in Spectra Hunt. I added the final touch by giving it planar reflections with the help of kMirrors.


Persona silhouette and toon shading

This was the starting point of the color split effect, and a recreation of the silhouette shader seen in all persona games since Persona 5. The effect is done by using the power of the stencil buffer to always render Joker's model in front of the duplicate unlit model which is actually at the same depth as the first model.


Color split effect

Lots of playing around with unity stencil buffer and render queue led to this neat effect.


Dynamic Clouds

I experimented with VFX Graph and tried making clouds cast shadow, and the result was actually pretty cool. I'd like to play around with giving the clouds a subsurface light scattering shader now to make them more realistic.


Persona 5 star shader

Shadertoy

I recreated the growing star from Persona 5, used in menus. This was the baseline to create my Star Pattern.