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.
https://gist.github.com/aobond2/c9cb2f4225a9b23c30bd251916b6581b


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
