Harry 💬
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halisavakis.com
Harry 💬
@halisavakis.com
He/Him - Tech Artist @Okomotive
(my posts are mine tho)
Prev. Tech art @ Jumpship

🚫 Anti-AI/NFT 🚫

Gamedev, Shader and VFX Journeyman; making things pretty with code ✨

🎨: cara.app/harryalisavakis
🔗: halisavakis.carrd.co
🌐 : halisavakis.com
Y'know what, I won't be assuming anything; it'll support vertical aspect ratios as well and give you the option to upscale or downscale the froxel buffer to match the aspect ratio.
November 13, 2025 at 8:15 PM
Another thing coming in the next update: Optionally retain the aspect ratio on the froxel buffer

This squares up the froxels in the X and Y and can help a bit with some artifacting in higher density areas.

It.. might not be too visible unless you open up the screenshots and go back and forth 😅
November 13, 2025 at 7:16 PM
Apart from some bug fixes and some other stuff, next HAZE version will feature a subtractive mode for density volumes, using their own density to carve away at the existing fog 🌫

Combined with the previous update that means you can have point lights dissolving the fog! 💡

#gamedev #madewithunity
November 13, 2025 at 12:23 PM
Ez
November 9, 2025 at 3:29 PM
Glad to see I'm not the only one with that gripe (not that I've not been guilty of this in the past)
November 7, 2025 at 5:57 PM
Yaay, HAZE has enough reviews to show the rating ⭐⭐⭐⭐⭐

Have you also tried out HAZE? Would love to hear what you think about it (either here or in a review) :D
November 6, 2025 at 5:15 PM
HERDLING is nominated for the "Best 3D Visuals" category of the Unity Awards!! ✨

There are so many strong nominees for the category, but it would be really awesome if you could vote for our beautiful game ✨
November 6, 2025 at 11:32 AM
quick proof of concept, seems to work well; there is some banding due to the low depth slice resolution, but it shouldn't be too visible with some more practical use cases (or with increased depth slices/reduced max range)

will explore further 👀
November 4, 2025 at 5:48 PM
Obvs this still works with shadow casting and both the color contribution and density boost can still be controlled via the light color alpha value ✨
November 1, 2025 at 1:53 PM
Right now, HAZE supports color contribution from additional lights, but there has to be underlying fog to make them show up

In the next update (coming soon), global and local fog will have an option to boost density using secondary light attenuation, so you can have just light beams with no fog✨
November 1, 2025 at 1:53 PM
🌫HAZE🌫 version 1.1.0 just got released!

And it's ✨still 10% off!✨

Most important addition:
💡 Per-light contribution control using the alpha value of the light's color!

Now you can select which secondary lights contribute to the fog and which are just for the environment ✨
October 30, 2025 at 6:53 PM
4k still cause I'm not sure how bsky will react to this

Japanese building assets are from sketchfab.com/local.yany

Electricity pole models are from here:
polyhaven.com/a/modular_el...

Red flowers are just ivy megascans from Fab ✨
October 24, 2025 at 5:38 PM
Since we're still in spooky month, it's worth mentioning that HAZE is ideal for dark and atmospheric scenes 🌫

Here's a quick recreation of a Silent Hill f level with just a handful of assets and a good does of 🌫HAZE🌫

#unity3d #gamedev #madewithunity
October 24, 2025 at 5:38 PM
Here's some of the things you can do with 🌫HAZE🌫

This is just Unity URP, some megascans/free assets, default post-processing and a bunch of HAZE to enhance the lighting ✨

Imagine what YOU can do with custom meshes, some artistic vision and more than ~2 hours
October 21, 2025 at 11:04 AM
Some more 👀
October 20, 2025 at 8:13 PM
Oof, they really went hard with the visuals in Hellblade II

I might be spending too much time on photo mode tbh 😅

Open those up, they're *wide*

(no spoilers, they're all fairly early in the game)
October 20, 2025 at 8:13 PM
There's bound to be changes and more documentation/videos out there, but I'm pleased to say that the first version of HAZE is now submitted to the Unity Asset Store for review! 🎉

Stay tuned for updates about its release and get ready to play around with HAZE to bring more atmosphere to your games!✨
October 19, 2025 at 5:07 PM
That's the main reference from the game for my version btws
October 11, 2025 at 4:29 PM
Quick screen capture to demonstrate the effect HAZE has on the scene 👀

If all goes well, soon you'll have a chance to try out HAZE yourself too ✨
October 11, 2025 at 4:23 PM
Hi-res screenshot for some more details
October 11, 2025 at 4:20 PM
Started playing a big of Hellblade II the other day, and that first level really inspired me to see if I could get a similar vibe in Unity with a handful of megascans and a bit of HAZE 🌫

Really dig the results, especially for ~1.5 hours of messing around 👀

#gamedev #unity3d #madewithunity
October 11, 2025 at 4:17 PM
So here's a fun shader coding fact: much like C, HLSL supports having the declaration of a function in one file and its definition in another. That way you can have some common functions/passes in an hlsl include file, and vary the implementation in your different shaders with no duplicate code ✨
September 10, 2025 at 10:11 AM
Some more trippy effects of the occlusion culling. Hopefully, you'll never notice it's there.

Because, as I mentioned in the fur thread, the Calicoat renderer was also moved to use the same instancing system, fur cards also take advantage of the occlusion culling, which is quite neat ✨
August 21, 2025 at 11:53 AM
GPU occlusion culling was achieved via a HiZ buffer, made using a renderer featured and passed over to the compute shader that handled the frustum and distance culling.

All visible indices were appended to a buffer which was passed over to the instance shader.
August 21, 2025 at 11:53 AM
The logic is:
- A bunch of points on a plane
- Generate a mesh out of those
- Scatter points on it in OnEnable
- Project points on terrain/geometry
- Make buffers for GPU instancing

So still no data stored (apart from the few points of the polymesh)
August 21, 2025 at 11:53 AM