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Hyeve

@blahaj.pet
152 followers 141 following 148 posts

Hello! I'm Hyeve. I do gamedev, shaders, and other digital creative work :3 Find all of it here! blahaj.pet

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Hyeve @blahaj.pet · 20/04/2026
sometimes you optimize binary greedy meshing so hard that the actual logic of it compiles into 22 assembly instructions (everything else is just loops that load data into this function)
a 22-instruction snippet of x86-64 assembly, featuring a single loop
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Hyeve @blahaj.pet · 26/03/2026
Same shader, different track..
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Hyeve @blahaj.pet · 25/03/2026
I remembered I never posted clips of the shader stuff I did for @automaphoni.ca, so, here you go! This is possibly the most advanced shader effect I've ever made - there's no geometry or models here, just one shader and a LOT of math.
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Hyeve @blahaj.pet · 17/02/2026
stardraw is now able to fully setup and render a basic triangle with a slang shader! there's still some work to be done on passing uniform/ssbo data to shaders but i know roughly what i'm doing for that so i don't think it'll take too long
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Hyeve @blahaj.pet · 26/01/2026
that new rendering abstraction i mentioned is going pretty well! i called it stardraw, and it uses a much more declarative style to setup named objects and pipelines than my old misc collection of classes. plus it also allows for it to be data-driven!
a code snipped showing example usage of stardraw APIs
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Hyeve @blahaj.pet · 02/01/2026
usually i enjoy c++ and then occasionally it decides to throw an error so obscure that googling it only finds a few posts from like the gcc and clang development forums 😭
a small C++ snippet with a popup displaying an error message: 'in template: chosen constructor is explicit in copy-initialization'
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Hyeve @blahaj.pet · 29/12/2025
so i've been working on a thing that lets you play as alternate characters in cuphead, any suggestions for characters to add? :3
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Hyeve @blahaj.pet · 03/09/2025
yknow sometimes you intend to have an actual social media precense and then months later realize your brain is really bad at coming up with things to post consistently anyway my VRC shaders have light volume support now you should try it :) (its free btw?!)
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Hyeve @blahaj.pet · 25/03/2025
ASGHJJHGF MY SHADER SUPPORTS URP NOW I wrote an entire shader compatibility layer (which I might release separately sometime) to allow any shader to easily work across different unity render pipelines, and it is WORKING! also I reworked my LTCGI integration a bit :3 Available RIGHT NOW :3
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Hyeve @blahaj.pet · 12/03/2025
Shader update! I've reworked how patterns/masks display in the editor, and added some more options for reflections and matcap - take a look at these funky materials! Available now :)
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Hyeve @blahaj.pet · 22/12/2024
And by "soon" I mean RIGHT NOW! Shiny reflections & matcap support are available now in the latest release. Here's a selection of all the different kinds of possibilities you can achive with my shader currently, reflective and otherwise! All from just a small set of straightforward settings :)
A collection of spheres with a variety of colorful shading styles applied to them
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Hyeve @blahaj.pet · 22/12/2024
Reflections & Matcap support coming to my shader soon!
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Hyeve @blahaj.pet · 15/12/2024
got distracted rendering millions of voxels on an igpu... (realtime 60fps)
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Hyeve @blahaj.pet · 08/12/2024
Heya! Been too busy to post recently, but I wanted to let you know that the third release of my toon shader is now available! Most notably it includes LTCGI support and editor material property groups, but there's been a bunch of small fixes and improvements too :)
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Hyeve @blahaj.pet · 30/11/2024
My toon shader now supports LTCGI lighting! No special configuration needed, just a single checkbox to enable it, and it automatically supports most of my regular lighting effect settings :)
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Hyeve @blahaj.pet · 28/11/2024
Been super busy lately, but I was sanity checking some lighting setups, and daym.. I should really have set up an HDRI for testing before!
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Hyeve @blahaj.pet · 24/11/2024
I'm too tired to make a clip talking about it today, but I added material property syncing, so that property values can be shared between multiple materials without having to multiedit them every time. Also let you name the sync groups so that you can actually know what one you have open :)
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Hyeve @blahaj.pet · 21/11/2024
Heyo! Recently finished making an optimized version of my VRC avatar, but now I need places to hang out.. I don't actually know a lot of VRC people yet and joining places alone is scary >< If any of you VRC folk wanna hang out and/or introduce me to more frens, send me a message :3
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Hyeve @blahaj.pet · 20/11/2024
I love it when hlsl decides that no, actually, this line of code needs to be exactly here and cannot be moved to make it more efficient. if anyone has any idea how to stop the compiler from exploding randomly i would love to know..
Code snippet with a comment saying a specific line cannot be moved without causing internal compiler errors
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Hyeve @blahaj.pet · 16/11/2024
I promised cool things, so here they are! Many improvements and several new features - more custom UI, emission, transparency support, and Patterns.. I couldn't quite fit them all here since bluesky only allows 1 minute clips, but I have a longer clip up on youtube and tiktok :) #vrchat #shaders
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Hyeve @blahaj.pet · 13/11/2024
Today my day has been taken up by putting this thing together, but it is finally done! Behold, major pc upgrade:
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Hyeve @blahaj.pet · 10/11/2024
Hai! I've run out of features to showcase for the moment, so instead I'm going to be posting lil' dev vlogs and screenshots of the new things I'm working on, whenever there's things to show. Today, I started on custom editor UI! #vrchat #shaders
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Hyeve @blahaj.pet · 09/11/2024
Hai! Today I'd like to show off the rimlighting in my VRC toon shader. It's nothing incredibly special, but it does have a couple of unique settings that let you do just a little bit extra with it. Take a look! #vrchat #shaders
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Hyeve @blahaj.pet · 08/11/2024
Hey! I just realized I basically already have a way to do this actually. Due to my outline technique, I have to hide parts of outlines that are too close to the camera anyway, and extending how far away that happens from does sorta solve your problem. Is this close enough to what you want?
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Hyeve @blahaj.pet · 08/11/2024
I've been super busy today and don't have any toon shader clips ready to showcase, so instead here's a look at something else I work on; shader art! There's no models or meshes here, only a pixel shader and code creating an audioreactive experience.
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Hyeve @blahaj.pet · 07/11/2024
Almost forgot to post today.. But here's a look at the extra controls the new VRC toon shader I've been working on gives you for realtime lights! You can have standard soft falloff as normal, or you can give even the lights themselves toon banding and hard edges, for a fully-toon style!
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Hyeve @blahaj.pet · 06/11/2024
Outlines are a big part of toon shading, but doing them usually comes with a big performance hit or a lot of artifacts. For my new VRC toon shader, I took the standard cheap & messy technique, and managed to develop some significant improvements to it - take a look!
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Hyeve @blahaj.pet · 05/11/2024
Unity's baked lighting isn't very friendly to toon shading, but I've managed to make it work smoothly no matter the lighting conditions, without sacrificing looks. It's not the most obvious thing from the outside, but getting it working this well was the biggest struggle when making the shader.
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Hyeve @blahaj.pet · 04/11/2024
Here's a closer look at one of the features I developed for my new VRC toon shader - dynamic color shifting that's done in a perceptual color space and reacts to lights! This is probably the single most unique thing my shader currently has, and it's what really allows it to look incredible.
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Hyeve @blahaj.pet · 03/11/2024
Hello! I have just released the first ever version of a new toon shader for VRC that I've been working on for several months. It's designed to be super easy to use and look incredible, and it would be amazing if you checked it out! ko-fi.com/sakurashaders
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