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
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
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
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
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
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
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