Small Experiments

Audio reactive cinematic

Take audio file as input, get the spectrum data, then used them to scale objects, affect lights, postprocessing, change different value in shader and vfx.


Pacman Clone


PCG Player Position Audio Reactive

Spline to scatter audio reactive object with certain spacing, custom data added on these objects, used for randomisation. Get data from audio, use this for scaling, do sphere mask based on player position then use this for blending.


Audio Reactive Unity Small Project

LOUD audio please mute when playing the twitter video!

The project can be found here – https://github.com/aobond2/AudioReactiveHDRP

It started out as an exercise to making audio reactive script and shader in Unity. Later on I decided to polish the scene look and added skinned mesh character. That grows into a VFX graph exercise.

Skinned mesh to vfx graph using Keijiro’s Smrvfx


Customizable floating light objects


Freeflow combat gameplay prototype

Started this over Christmas break, I was interested to understand more about animation blueprint, state machine etc and made this small project. Then expand it with enemies and AI controller, ragdoll stuff as well as some basic UI. I’m planning to continue and art this up.


Unity scene object audit

Editor script to check all object in a scene, get info on triangle count, texture size, and memory size. Display them and enable sorting based on these info. We can also easily select offending object with a button click. Editor script to set GI settings based on object scale.


BP component added to character, write to a render target that used in a material on floor. I’m planning to further use this with Niagara.


Hand painted shader test

Inspired by Assemble With Care


Non-Euclidean Cube

Stencil shader test, code here – https://gist.github.com/aobond2/0cc8e78d2c913deb4c1dea33694c7c2e