Harry 💬 @halisavakis.com · 27/09/2026I wonder, have I not made my attitude against genAI clear enough? I swear, I'll just get more and more vulgar with every random genAI-related offer 0522
Harry 💬 @halisavakis.com · 18/09/2026Yeah, I don't think god rays can get any crisper than that 👀 HAZE 1.2.6 will be submitted later today and you'll soon have access to those crispy sun shafts yourself ✨ 0272
Harry 💬 @halisavakis.com · 15/09/2026A common complaint with HAZE that came from the froxel resolution restrictions was that you couldn't really get crisp enough god rays; so next update will feature an optional additive pass for crisp raymarched god rays ✨ Implementing this illustrated the need for a refactor at some point tho 🙃 1272
Harry 💬 @halisavakis.com · 15/09/2026Probably not the most elegant approach, but it should do the trick! Try adding those 2 lines in the HazeComposite.shader file and the skybox should get masked out 120
Harry 💬 @halisavakis.com · 11/09/2026Another attempt at a stylized material using similar approaches; it's probably too noisy to actually be useful, but I had fun wrangling it either way ✨ 1477
Harry 💬 @halisavakis.com · 09/09/2026Took a page out of @makkon.bsky.social 's book and tried my hand at some painterly material work in Substance Designer 🪨 Can't say I expected it to turn out that well, there's a *high* possibility I'm gonna be abusing this approach 👀 713025
Harry 💬 @halisavakis.com · 05/09/2026Still very volumetric and very traversable ☁️ Currently 1ms for the whole thing on my 4080 super 0110
Harry 💬 @halisavakis.com · 05/09/2026Getting much happier with the cloud coverage now; it's independent of the camera's far clip plane and is now using a hemisphere volume instead of a box one, which for some reason feels more accurate 🌍 #gamedev #unity3d #madewithunity 2353
Harry 💬 @halisavakis.com · 01/09/2026Finally got our wedding photos, so here's the official photo dump from various stages of our wedding week from June ✨ Seems like it was just yesterday and 5 years ago at the same time 😅 2240
Harry 💬 @halisavakis.com · 30/08/2026Streamlined the shadow cookie stuff a bit and exposed more properties around the fog, which seems to make all the difference ☁️ I'm not too happy with how the clouds just stop in the distance, but I'm pretty content with the usability and visual results for now ✨ #gamedev #unity3d #madewithunity 0294
Harry 💬 @halisavakis.com · 31/07/2026No need to use your imagination anymore, cloud shadows are now accurate ✨ It's such a silly approach and I can't believe it worked, I giggled so much when I got it working 1229145
Harry 💬 @halisavakis.com · 30/07/2026Finally, there's a hefty layer of post-processing that includes a depth/normal-based edge-detection outline effect, along with plenty of bloom and other color-modifying effects that I was tweaking like a mad person to make this look more anime ✨ Hope this helps! 1300
Harry 💬 @halisavakis.com · 30/07/2026Another view of the broth shader; the shiny specular come from a normal map also sampled in polar coordinates that only affects specular reflections 1290
Harry 💬 @halisavakis.com · 30/07/2026The broth is just a stylized water shader with depth-intersection effects for both the emissive outline around the objects and the depth-based color interpolation. Noise textures are sampled and panned in polar coordinates 1170
Harry 💬 @halisavakis.com · 30/07/2026Most elements had a quite dense topology to maintain the shapes and not give any 3D-ness away, and they were all shaded with a slightly modified version of my cel-shaded surface shader shown here: halisavakis.com/my-take-on-s... 1241
Harry 💬 @halisavakis.com · 30/07/2026I was asked about a small breakdown for the 3D anime ramen and realized my breakdown thread was on the cursed site from which I deleted my account 😅 So I'm gonna post a small 🧵 here 932191
Harry 💬 @halisavakis.com · 28/07/2026Cool thing with the compute shader approach is that I can also hijack the cloud raymarching loop to chuck in some volumetric fog in a different buffer with barely any additional computational cost ✨ Now try to imagine how cooler this would look if those cloud shadows were actually accurate 👀 0542
Harry 💬 @halisavakis.com · 27/07/2026it's always a nice bonus to know that at any point you can just like, go swimming in the clouds 🏊 1120
Harry 💬 @halisavakis.com · 27/07/2026Quick tip if you're working with clouds: put them in the scene to contextualize them, cause otherwise you'll drive yourself mad thinking you've made the worst looking clouds in the history of rendering That being said, I guess I like how these clouds look ☁️ #gamedev #madewithunity 1675
Harry 💬 @halisavakis.com · 25/07/2026Thanks Luke! It can probably get much closer to that effect too with some tweaks, there are quite a few sliders 👀 151
Harry 💬 @halisavakis.com · 25/07/2026Slightly unrelated but still fun to show; check out dat performance 👀 That's a cloud volume that spans 3000x2000x3000 world units filled with thick fluffy clouds raymarched at minimum 8 units per step and rendered in a quarter res buffer Whole scene averages at 1.5ms (on a 4080 super, but still) 1323
Harry 💬 @halisavakis.com · 25/07/2026Turns out that a big part of cloud rendering is also the authoring, cause procedural noises can only get you so far ☁️ Trying some stuff out with simple shape volumes that add/remove density, but what other method of cloudscape authoring would you like to see? 👀 #gamedev #unity3d #madewithunity 51157
Harry 💬 @halisavakis.com · 10/06/2026✨HAZE is, once again, 50% off as part of the Unity Summer Sale! ✨ If you wanna add some more atmosphere to your game with a performant and flexible volumetric fog solution, now's your chance to do it 😶🌫️ 🔗: assetstore.unity.com/packages/vfx... 0192
Harry 💬 @halisavakis.com · 05/06/2026Not shading too many pixels these days, I'm busy marrying my best friend ✨ 131181
Harry 💬 @halisavakis.com · 02/06/2026I went from thinking left screenshot was "visually appealing" on the first game jam entry I participated in 2014 to scenes like the one on the right screenshot and I'd do it all again without taking any shortcuts cause that's how I got where I am. I wish kids getting into gamedev took this route too 0366
Harry 💬 @halisavakis.com · 02/06/2026Saw this in a recent Unity short vid and damn that's more depressing than it should be I remember first year in uni I would *drool* every time there was any sort of workshop or event around gamedev and Unity so I could learn how to do that stuff. 5340
Harry 💬 @halisavakis.com · 13/05/2026The scene is mostly made of Megascan assets and materials You can flip through the screenshots to check out how HAZE and postprocessing affects the overall scene. Will definitely play around with different lighting setups and potentially record the process for people interested in how I use HAZE ✨ 050
Harry 💬 @halisavakis.com · 13/05/2026Very inspired by FROM and Elliott McSherry's work, I set up this little playground scene to test out lighting setups, mostly using HAZE ✨ Calling this "The 3 Church Village" cause their losses were so immeasurable they had to build more churches to protect them. #unity3d #madewithunity #gamedev 2418
Harry 💬 @halisavakis.com · 30/04/2026So much potential for cool terrain details with this one if I figure out some tweaks ngl 👀 020
Harry 💬 @halisavakis.com · 30/04/2026Just so I can be productive again, here's my take on the SPOM thing everyone's been talking about 👀 This is all just 3 big quads with megascans materials ✨ And so far: - It's slow af 🐌 - Doesn't cast proper shadows - No I won't zoom in, I'm a coward #gamedev #untiy3d #madewithunity 2223
Harry 💬 @halisavakis.com · 20/04/2026Multi-camera support is coming to HAZE in the next update along with some other minor changes that will add another bit of boost in performance 👀 HAZE is still 50% as part of the Unity Spring Sale! 🔗: assetstore.unity.com/packages/vfx... 0100
Harry 💬 @halisavakis.com · 16/04/2026This is the work of a single local volume, that's doing quite a bit of heavy lifting 👀 060
Harry 💬 @halisavakis.com · 16/04/2026I'm planning on making some videos to showcase how HAZE can be set up for different environment scenarios I wasn't too happy with this, though, it's pretty obvious I got bored of finding quick ways to add foliage 😅 But HAZE is doing quite a bit of work here, so I thought I'd share either way ✨ 1292
Harry 💬 @halisavakis.com · 13/04/2026HAZE is part of the Unity spring sale and it's once again 50% off! Lots of cool things have been added since the last sale, so if you didn't get a chance to try it out, you can check it out now! ✨ 🔗: assetstore.unity.com/packages/vfx... 0112
Harry 💬 @halisavakis.com · 13/04/2026Just got back from @atlanticconf.bsky.social where I talked (for quite a long) about the technical art of Herdling ✨ @lantessara.bsky.social and @whiestar.bsky.social did such a wonderful job setting up this lovely event and, as a bonus, I got to see Galicia for the first time, which kinda slaps 👀 1161
Harry 💬 @halisavakis.com · 27/03/2026HAZE 1.2.0 is now submitted to the asset store 👀 It's gonna be a chunky update, but most of all it introduces much better performance, zero garbage allocation and some bonus visual features including a mode for volumes to override fog settings ✨ Stay tuned, it'll be released quite soon! 1292
Harry 💬 @halisavakis.com · 21/03/2026A community member from the Discord server pointed out that someone* from the HAZE team was making the CS do much more unneeded work 😅 That little fix makes a simple scene like this (when using a chonky 256x256x256 froxel buffer) to go from ~30FPS to ~580FPS, which is, like, at least 2 more FPS ✨ 3293
Harry 💬 @halisavakis.com · 20/03/2026Still very very WIP and the code is the equivalent of a pigsty, but I was very excited to share this cause it's been rattling in my brain since I first thought about DRUID: The 🌿Branch Baker 🌿 A small tool to help you generate branch texture sets to avoid flooding your trees with geometry 🌲 36310
Harry 💬 @halisavakis.com · 16/03/2026Dang, the AI will now take the jobs from fans one could hire 1332
Harry 💬 @halisavakis.com · 14/03/2026It currently looks like that (turned up for demonstration reasons) I think for the most part it's doing its job, but I'd be definitely interested in looking into multiple pivots too, probably baked into a texture of sorts to allow for an indefinite amount of branches etc 👀 120
Harry 💬 @halisavakis.com · 13/03/2026Finally got something I've always wanted to add: per-vertex baked AO It makes things look much more natural, to the point where I can mainly identify its effect when it's *not* there 👀 2492
Harry 💬 @halisavakis.com · 12/03/2026I feel I'll never get a score like that ever again after the damage this did to my eyes, but ngl, I'm proud I got that score 2130
Harry 💬 @halisavakis.com · 11/03/2026Extra glamour shots! These are all from within my very experimental Unity scene, rendered in URP 0151
Harry 💬 @halisavakis.com · 11/03/2026It's always nice to see just how much impact a tiny bit of fake SSS can have on your foliage 🌿 Got a lot of ideas for stuff to make for DRUID and I'm happy to report it's going well 👀 #gamedev #unity3d #madewithunity 3475
Harry 💬 @halisavakis.com · 08/03/2026Still going strong with my procedural foliage generation tools (codename DRUID) and, ironically, this UI was definitely the hardest thing about this whole endeavor But, if I were you and you liked foliage, I'd be excited about what's to come 👀 1430
Harry 💬 @halisavakis.com · 03/03/2026This is where I indie dev (and mainly help others indie dev 😅) 1180