Triangle explosion
My first adventure with compute shaders without using tutorials. I thought it would be cool if every single triangle of a mesh has its own logic. In I made a sort of advanced displacement shader where you can move the mesh and the affected triangles won't move with it. I showcase this in the video below.

Custom mesh Sci-Fi shield
I wanted to create nice looking Sci-Fi shields that work on any mesh. For this effect I created a small custom tool that clumps all neighbouring triangles together. I then use that information to display the clumped triangles in a nice way using a geometry shader and a compute shader.

Per object shadows
I noticed that shadows were always black even in highly stylized games. So I made a system where you can easily add customized per object shadows. For this to work I had implement my own lighting solution that works besides Unity's lighting system. This system was made with the new rendergraph API.

Mesh voxelization
When I was interning at Knucklehead Studios I was tasked with creating a kill effect for an arcade vr shooter. I created an effect where I pre-generate an SDF, store it in an append buffer, then pass it to the VFX Graph to use it to get the spawn positions of the voxels.







