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
(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
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
Glad to see I'm not the only one with that gripe (not that I've not been guilty of this in the past)
Damn, this looks like an awesome workflow! Is it based on Unity's terrain system or is it something entirely custom?
November 7, 2025 at 5:50 PM
Damn, this looks like an awesome workflow! Is it based on Unity's terrain system or is it something entirely custom?
Zero Escape is the only one I haven't played; but yeah, Outer Wilds is also a huge favorite for me
November 6, 2025 at 10:00 AM
Zero Escape is the only one I haven't played; but yeah, Outer Wilds is also a huge favorite for me
This is a joke specifically for those who have played both games
November 5, 2025 at 3:58 PM
This is a joke specifically for those who have played both games
Thanks! ✨
Yeah, because the overall density uses that 3D noise for variation, cutting away at the density gives this interesting effect and if the subtractive density strength gets too big, the cut shape is much more defined
How configurable would you imagine it to be? 👀
Yeah, because the overall density uses that 3D noise for variation, cutting away at the density gives this interesting effect and if the subtractive density strength gets too big, the cut shape is much more defined
How configurable would you imagine it to be? 👀
November 4, 2025 at 6:39 PM
Thanks! ✨
Yeah, because the overall density uses that 3D noise for variation, cutting away at the density gives this interesting effect and if the subtractive density strength gets too big, the cut shape is much more defined
How configurable would you imagine it to be? 👀
Yeah, because the overall density uses that 3D noise for variation, cutting away at the density gives this interesting effect and if the subtractive density strength gets too big, the cut shape is much more defined
How configurable would you imagine it to be? 👀
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 👀
will explore further 👀
November 4, 2025 at 5:48 PM
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 👀
will explore further 👀
Looking forward to put this on my shelf as well ✨ I'm really proud I got to contribute to this gem :D
November 4, 2025 at 4:37 PM
Looking forward to put this on my shelf as well ✨ I'm really proud I got to contribute to this gem :D
It feels like a good thing to work on adding next, so stay tuned :D
November 4, 2025 at 3:32 PM
It feels like a good thing to work on adding next, so stay tuned :D
Yeah, as of now there's nothing like this in HAZE; but it is actually something that's very much on the roadmap! one possible approach could involve adding a mode to the existing density volumes to act subtractively 👀 that should work with pretty much no additional performance cost
November 4, 2025 at 3:32 PM
Yeah, as of now there's nothing like this in HAZE; but it is actually something that's very much on the roadmap! one possible approach could involve adding a mode to the existing density volumes to act subtractively 👀 that should work with pretty much no additional performance cost
Hmm what do you mean with voids? Volumes to cut away at the density of the fog?
November 4, 2025 at 2:21 PM
Hmm what do you mean with voids? Volumes to cut away at the density of the fog?
Thanks! If you need any resources let me know and I can share some stuff :D
November 4, 2025 at 1:02 PM
Thanks! If you need any resources let me know and I can share some stuff :D
More like an Uneducated Guess Heuristic. An UGH
November 4, 2025 at 12:20 PM
More like an Uneducated Guess Heuristic. An UGH
Get it now and HAZE up your levels ✨
HAZE - Volumetric Fog & Lighting for URP | Fullscreen & Camera Effects | Unity Asset Store
Add depth to your project with HAZE - Volumetric Fog & Lighting for URP asset from Harry Alisavakis. Find this & more VFX options on the Unity Asset Store.
assetstore.unity.com
November 4, 2025 at 12:17 PM
Get it now and HAZE up your levels ✨
I can totally agree, looks really cool and promising :D
November 3, 2025 at 4:30 PM
I can totally agree, looks really cool and promising :D
Really happy to hear that, thanks for the purchase! Feel free to reach out if you encounter any issues/have any feature requests =]
November 3, 2025 at 4:27 PM
Really happy to hear that, thanks for the purchase! Feel free to reach out if you encounter any issues/have any feature requests =]
ah there are seams, so I guess UVs
November 3, 2025 at 4:25 PM
ah there are seams, so I guess UVs