Research on lighting

HDRP + VR

This project was a technical test on how to get realistic lighting in virtual reality (VR) in Unity's High definition render piepline (HDRP) in real time and with good performance.

In this project I explored volumetric lighting, light cookies, render textures (preview of the mobile), godrays and more.

The device chosen for the tests was the Oculus Rift S but it would be compatible with any device connected to a pc (Oculus and SteamVr).



Curved world

Vertex displacement shader

For my first published game I implemented a vertex displacement shader to break the monotony of completely straight levels.

By moving vertices by shader we obtain the possibility of reusing the levels and only moving their vertices without really modifying the logic since what is modified is only the rendering of the elements.

On the other hand, it also allows us to modify the values ​​at runtime and add movement to the stage or models for a wide variety of effects.


Collect effect

Optimized ui collect effect

This effect provides visual richness when obtaining coins, gems or other types of currency.

This effect has been optimized to work fluently on devices with limited resources using GPU and CPU tricks and special techniques.

This effect use a pooling system to reuse its elements as well as rendering techniques that avoid the excessive use of draw calls, finally, tools are used that allow the animation of more efficient way than moving the elements in the traditional way.


Interactive floor

Dynamic ground animated with a wave frequency

This is an old test that I did about how it could be the interaction of a character on a ground that moves and illuminates with the value of a wave frequency.

For this prototype the idea was to have an environment that would react to the character to achieve innovative mechanics, in this case it was only the ground but it could be extended to other mechanics or ideas.