Unity, ShaderGraph made in 3 months

This project features a stylized, musical world where players orchestrate interactions using sound.

As the Technical Artist, I focused on creating scalable visual shaders and dynamic particle systems to bring the poetic, post-apocalyptic environment to life. The goal was to translate musical feedback into impactful visual effects while maintaining strict performance optimization and scalability across the game.

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This scalable waterfall shader was designed to provide complete artistic control while maintaining high performance.

By exposing parameters for speed, color tiling, and distortion, the shader can easily be adapted to fit various environments and art directions across the project. The goal was to create a highly reusable and dynamic fluid effect that seamlessly blends with the game's stylized aesthetic.

Key Features:

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This scalable grass shader generates vertex-based blades to create dense, dynamic fields with minimal performance overhead.

It features a customizable procedural wind effect and exposed parameters for color gradients and scale, allowing the terrain to adapt to different lighting and environmental moods. The goal was to deliver a lush, responsive environment that reacts naturally to the game's atmosphere while remaining highly optimized.

Key Features:


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This scalable godray shader was developed to enhance the game’s atmosphere with volumetric light depth.

Featuring customizable controls for density, speed, color blending, and flickering, the effect can easily be tweaked to match different times of day or environmental moods. The goal was to create a highly optimized and versatile light beam effect that adds dramatic scale without the heavy performance cost of true volumetric rendering.

Key Features: