TA Works

World Creator 2 Shader (Unity 2019 Works)

- Shaders created using node base system (Amplify Shader)

- Terrain Shader simulates all the properties in the World Creator 2 Engine.

- Used to create an optimized method to import a landscape from World Creator 2 (High Performance)
  to be used in Unity Engine for mobile uses

 

Will be availalbe in asset store soon

Sea Shader (Unity 2019 Works)

- Shaders created using node base system (Amplify Shader)

- A water shader with realistic wave movement and foams works on Mobile.

- Available in Asset Store

 

 

 

Now availalbe in asset store

Ironman Character Controller 2019

Current

Personal Project made in Unity

Character Controller with Enemy AI (Work in Progress)

-Using various assets from asset stores and website. Created a mobile controller demo that may work with any navigation based scene.

- Customized already built controller to have additional features such attacks that interact with other objects in the scene

- Customized various particles from asset stores to best fit the Ironman style combat

- Created enemy AI with a custom shader that interacts when hit and killed

Monster Shader

- Shaders created using node base system (Amplify Shader)

- Monster blink when hit and disintegrate when HP reaches 0

Ironman Controller

- Customizing pre-made animations and particles to form animations and attack particles for Ironman 
 

 

 

 

Neon Punk
- Unity Challenge submitted on Jan 2018.

- Remake version of school project at VFS

- Using many Unity Assets and my previous works to create playable 

demo of CyberPunk city

 

- In process of re-working into the VR version in near future

 

 

 

Neon Punk (Original 2013 Version) 

Custom (Distance-based) LOD System for Unity

- Scripted to override Unity LOD Group System

Rather than having ambiguous distance value for LOD changing

User can input actual distance between camera and object

to Force LOD to certain group

 

 

 

(Top) Object forced to LOD2 regardless of what LOD Group shows

 

 

 

(Bottom) Object forced to LOD1 regardless of what LOD Group shows