Graphics
Advanced water rendering
In 2017 I was asked to make a dirt water shader. I put together all the ideas that came to my mind in order to make it realistic. The list of features are:
- – Underwater pixels blurred according to depth
- – Moss creating volumetric shadows
- – Surface lighting using Subsurface scattering
- – Optical dispersion (aka chromatic aberration) depending on depth
- – Underwater volumetric shadows (used Fog Volume 3 for that)
- – Consistency of every effect at variable resolutions, distances and FOV values.
- – Surface normals animation using the flow map technique
- – Moss patches with variable height. Some percentage of them are on the surface and the other under surface
Mars Atmosphere
Subsurface Scattering for Unity
I developed a SSS plugin that is available on the asset store
Blurred transparency (new in 1.7 February 2021)
Eyes (new in 1.6 May 2020):
Human:
Marble Chess
Marble floor:
Organic:
Cloth Shader for Unity
Cloth shading is a topic I have revisited over time. In January 2015 I have decided to release it to the Unity community as a Shader Forge graph at the asset store. I would be happy to see it used in your games. As you may see in the screens and video, you will be able to emulate key lighting behaviours of a wide range of fabric surfaces, from rough fabric such as towel or carpet, to silk or velvet.
Unite 2014
In 2014 I made two demos for Unity Technologies, both shown at Unite 2014. First one was a car rendering project, for which I have developed a layered shader to model car paint features. It consists of a metallic base, lacquer layer and one more layer on top for dirtiness.
I made this environment and material switcher app to test the shader under many different lighting situations.
Then I was asked to polish my skin rendering system for ADN. This project was also supported by Unity. I spent one month working on it at home. Once it was ready to rock, I went to Paris to meet ADN guys and get the demo done. It was an unforgettable and pleasant experience.

Dave
Atmospheric Rendering for Dynamic Light Transitions
Screen Space Sub-Surface Scattering for real time Skin rendering
Unity – Car Rendering
Unity – Skin (Texture Space Diffusion)
Texture space diffusion for Unity.
References:
Advanced Techniques for Realistic Real-Time Skin Rendering
Real-Time Approximations to Subsurface Scattering
UDK – Car Paint
Materials Collection
Some examples of metal, car paint, cloth and glass made for udk.
Earth Rendering
Two nights of shading networks in UDK.