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Personal Projects

I've worked as a Unity Developer for 3 years, mainly on creative gameplay mechanics. Besides working on projects developed for Oculus Quest and Apple Vision Pro glasses, I have created different mechanics & shaders in my free time. Now, I continue to do so in Unreal Engine 5 while creating my own game.

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01

Character Controller

I created third person character controller using state machine design pattern. To do so, I also used cinemachine, new input system as well as animator and blend tree.

Github: https://github.com/ereneker/Unity-Character-Controller

02

Cel Shader (Toon Shader)

I created Cel Shader in Unity using Unity Shader Graph.

Github: https://github.com/ereneker/Cel-Shading

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03

Dissolve Shader

I created Dissolve Shadedr in Unity using Shader Graph. Project works in HDRP settings.

Github: https://github.com/ereneker/Dissolve-Shader

04

Disintegrate (Dissolve)

I created disintegration effect with dissolve shader and particle. This dissolve shader created in URP settings in Unity. It takes texture maps for PBR mapping.

Itch.io: https://ereneker.itch.io/distintegrate-shader

Screenshot 2024-12-09 020223.png
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05

Hologram Shader

This project contains a collection of hologram shaders. Shaders created in Unity using Shader Graph.
Project works in URP settings.

Github: https://github.com/ereneker/HologramShader

Itch.io: https://ereneker.itch.io/hologram-shaders-for-unity-urp

06

Rhythm-Based Beat Tracking Mechanic

This project has been created to be able to trigger FMOD events. Mainly created to trigger events based on beats and markers. Also listening to DSP channels, changes can be made on all affects in sounds and musics via scripting. 

Github: https://github.com/ereneker/Unity-Beat-FMOD

BeatTracking_edited.jpg
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07

Fluid Shader

This project contains a fluid shader created for Unity URP settings. It contains wobble effect via seperate script.

Itch.io: https://ereneker.itch.io/liquid-shader-for-unity

08

Cel/Toon Shader for Unreal Engine 5

This is another cel/toon shader I created. This one has been created for Unreal Engine 5. There are 3 different materials. One of them is highly customizable material-based shader. Other one takes texture in addition to light source for calculations to create the toonish visuals. Last one is an outline material created using Fresnel effect. 

Itch.io: https://ereneker.itch.io/celtoon-shader-in-unreal-engine-5

Screenshot 2025-03-06 003041.png
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09

Fluid Simulation

I created Fluid simulation in Unity. I had to learn HLSL and create compute shaders to buffer calculations to GPU. As a result, more than 2000 particles can be rendered to act like a fluid in runtime.

Github: https://github.com/ereneker/Fluid-Simulation

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