As evidenced by the lack of cast shadows from the mixamo characters, there are no lights in this scene. Instead, I use a fake BRDF shader that uses the rotation and position of an empty game object to create a fake dynamic light, with the light interaction with the object's surface determined by an authored gradient instead of complex math. This is a great solution for low end devices or VR, where you don't what expensive realtime lights but you don't want 5'shadow armpits. It still reads from the lightmap for baked cast shadows. Better results can be obtained by temporarily using a different shader that lets you see lighting results before baking, and faking the character cast shadow through other means. Made in Unity 2021.3 using Amplify Shader Editor. Rocks from Rocks&Boulders 2 pack and other props from Warehouse Environment from the Asset Store.
Created hanging lanterns in personal unreal.
Here I create a spline tool that generates hanging lanterns on a string. The lanterns are moved using World Position Offset until they are collided with, which causes them to flicker and switch to an interactive physics object. When their speed drops below a threshold, they stop simulating and switch back to World Position Offset, which saves CPU performance.
Since my fancy portfolio is 2 years old at this point, I added the work in progress personal project above. It uses render targets to paint mask on a layered material to transition from a crack to a slightly raised welding seam. I also made the sparks effect. The welding crack is still placeholder, spaceship is from the Mission to Minerva asset pack: https://kitbash3d.com/products/mission-to-minerva
Work from the CGMA Realtime VFX class, mentored by Josh Parker
I wanted to challenge myself by creating VFX for a bright desert environment.
Features blowing sand, small fire with smoke, subtle footprints made by the player, sparks, subtle heat distortion on thrusters.
Uses Megascans and Mission to Minerva assets for props
00:00 Rewards Chest. Shown in game, recorded from phone. Responsible for animation, rigging, effects, lighting, shaders, staging, icon effects.
00:16.6 Champion level up effect, followed by Champion promote effect, shown in game. Responsible for effects, abstract background shader and camera animation.
00:37.5 Temple effects, shown in Unity. Responsible for effects and shader for the cursed effect.
00:58.5 Speed up UI effect. Shown in Unity, then shown in game recorded from phone. I created a mockup scene with temporary code so engineers could reference the exact timing and behavior before hooking it up to game dependent variables.
01:11.5 City Safety Bubble vfx, shown in game (shipped on mobile). Responsible for the effect including textures.