Project Database
/// Code, Worlds, & Reverse Engineering ///:: SOFTWARE & ENGINEERING ::
Crosstone (SCSS) HLSL
Cel shader for Unity, designed to integrate stylised anime shading into Unity's lighting environments seamlessly, or at least as seamlessly as the user desires. I made the user interface with non-programmers in mind, with a focus on simple, intuitive sliders and concepts. It has many features, but aims for high performance. Forward rendering only. Originally, it was called 'Silent's Cel Shading Shader', but I changed it to Crosstone later for uniqueness. Hybrid styles, vivid colours!
Filamented PBR Shader for Unity HLSL
A rebuild of Unity's Standard shader based on Google's Filament physically-based renderer. Provides higher quality shading for cheap while also adding a lot of features useful for VR, like better baked lighting and specular anti-aliasing. A major element of Filamented is the template system, which allows you to write shaders like Unity's surface shaders while taking advantage of Filamented's options and rendering system.
Crispy Foliage HLSL
A shader for Unity/VRchat that's designed for rendering translucent plants and plant-like objects with thin details. Provides various options for vertex animation, fake translucency, and antialiased edges using alpha-to-coverage.
Clear Water HLSL
A shader for Unity/VRchat that's designed for rendering various types of water surfaces with varying levels of detail.
Sunshine Flare HLSL
A shader for Unity/VRchat that renders a sun shaft effect. Designed to look good in VR.
Sky Canvas HLSL
An physically-based atmosphere simulating skybox for Unity/VRC. Combines a bunch of different techniques into a big mess of techniques, rendering the sky and clouds into smaller buffers and compositing them into the main skybox for maximum performance.
Custom Tonemap HLSL
An alternate colour grading system for VRchat using custom render textures. Implements numerous modern tonemappers including AgX and Gran Turismo 7 tonemapping.
PS Home Scene Importer for Unity HLSL
A Unity importer for PS Home .scene files. They're a lot like Unity scenes, but made of XML.
Silent's Messy Shader Mod for FF14 HLSL
This uses 3DMigoto to replace the game's own shaders with custom ones, replacing/upgrading the game's tonemapping and some visual effects. Development is finished for now, since I stopped playing FF14.
:: WORLDS & CREATIVE ::
Franca's Cafe [Sakura] Unity
A port of Sakura's Cafe from Phantasy Star Online 2. To make this map, I reverse engineered several file formats for PSO2 and made importers for them within Unity's ScriptedImporter system. I developed this to test using VRC Light Volumes for baked lighting. This system stores a voxel grid of spherical harmonic data for lighting, allowing for cheap high-fidelity lighting.
The Bridge Unity
I was commissioned to work on this map, setting up the lighting and various shader effects like the rain, particles, and fog. It was made for the short film 'The Bridge'.
Vampire's Den Unity
A recreation of an area from Bloodmasque‚ a 'lost media' iOS game. I recreated the map from the source assets. There were very few reference materials available for this game, as it went out of service after only a year, so rebuilding it was an interesting challenge.
Zanarkand Boathouse Unity
An area seen in the opening of Final Fantasy X, the houseboat where Tidus lives in Zanarkand. I recreated the lighting using the original map as a reference.
South Island ~ Gran Lagoon Unity
A tropical island ported from PlayStation Home. To port this, I reverse engineered many aspects of PS Home, including the mesh format, the scene format, and the particle format. From there, I rebuilt parts of the map and remade every texture in the scene with high-quality PBR maps. I used this map as a testbed to develop new water and sky shaders to fit the tropical island look and improve my existing shaders for natural materials.