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Grilled Cheese is a product of Village Compute

Version devBuilt at: 2026-10-15 19:58:26 EDT

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@10258678.bsky.socialOct 16, 2026, 5:22 AM

In URP, rendering all the different materials in a single batch.
#gameDev #indieDev #soloDev #realTimeVFX #techArt #u3d #vrchat
Link in the replies👇

1keebar@10258678.bsky.socialOct 14, 2026, 4:13 AM

An uber-PBR shader developed earlier for Unity (biRP/URP). Specially optimized for mobile devices — it allows different material effects to be displayed on the same mesh through a single parameter map. #gameDev #indieDev #soloDev #realTimeVFX #techArt #u3d #vrchat Link in the replies👇

@10258678.bsky.socialOct 15, 2026, 6:55 AM

This shader again — Damask satin with subtle patterned effect
#gameDev #indieDev #soloDev #realTimeVFX #techArt #u3d #vrchat
Link in the replies👇

@10258678.bsky.socialOct 15, 2026, 3:07 AM

These are various material effects rendered with this Uber-PBR shader in Unity. Under URP, all materials can be rendered in a single batch.

#gameDev #indieDev #soloDev #realTimeVFX #techArt #u3d #vrchat

@10258678.bsky.socialOct 14, 2026, 4:13 AM

An uber-PBR shader developed earlier for Unity (biRP/URP). Specially optimized for mobile devices — it allows different material effects to be displayed on the same mesh through a single parameter map.
#gameDev #indieDev #soloDev #realTimeVFX #techArt #u3d #vrchat
Link in the replies👇

@10258678.bsky.socialOct 13, 2026, 1:31 AM

Working with AI -- Vol.38
I asked Gemini to create a preset parameter manager for this low-cost 3D explosion effect, helping users understand the functions of various parameters in this effect. It completed it both quickly and well.
#gameDev #indieDev #soloDev #realTimeVFX #techArt #u3d

@10258678.bsky.socialOct 12, 2026, 6:29 AM

A procedural lightning effect I made earlier. Real-time noise calculation means it theoretically "never" repeats itself.
Considering upgrading it to 3D now—billboards always feel too limiting.

#gameDev #indieDev #soloDev #realTimeVFX #techArt #u3d

@10258678.bsky.socialOct 12, 2026, 3:41 AM

An eye shader with Irregular pupil scaling feature.
#gameDev #indieDev #soloDev #realTimeVFX #techArt #u3d #vrchat

Link in the replies👇

@10258678.bsky.socialOct 11, 2026, 2:43 AM

Following community suggestions, a toggle has been added for the eye flare effect. Intensity can now be controlled directly via a parameter, or automatically calculated by lighting and viewing angles as before.

Link in the replies👇

#gameDev #indieDev #soloDev #realTimeVFX #techArt #u3d #vrchat

@10258678.bsky.socialOct 10, 2026, 1:05 AM

Aside from the eye flare, this eye shader also features iris parallax and a procedural eye shine effect.
#gameDev #indieDev #soloDev #realTimeVFX #techArt #u3d #vrchat

@10258678.bsky.socialOct 9, 2026, 2:43 PM

Working with AI -- Vol.36
How is the surface dust kickup effect caused by a shockwave rendered?
The answer is in the video below 👇

#gameDev #indieDev #soloDev #realTimeVFX #techArt #u3d

@10258678.bsky.socialOct 9, 2026, 12:56 AM

An anime eye shader with eye flare.
#gameDev #indieDev #soloDev #realTimeVFX #techArt #u3d #vrchat
Link in the replies👇

@10258678.bsky.socialOct 8, 2026, 1:17 AM

Working with AI -- Vol.34
Make it colorful!
I'm planning to clean up the shaders and control scripts for this effect and publish the pack on itch before moving on to my next project. What would you guys be more interested in next?
#gameDev #indieDev #soloDev #realTimeVFX #techArt #u3d

@10258678.bsky.socialOct 7, 2026, 2:19 PM

Working with AI -- Vol.33
Remember where it all started?
That was the day I asked Gemini to help me use vertex animation and implicit geometry to write a rolling smoke and fiery explosion effect.
#gameDev #indieDev #soloDev #realTimeVFX #techArt #u3d

@10258678.bsky.socialOct 5, 2026, 1:06 PM

Working with AI -- Vol.31
Spent some time syncing up with Gemini on a simplified pyro shading formula. It got it working in no time, except it undershot the fire intensity by 2 orders of magnitude. 😅
#gameDev #indieDev #soloDev #realTimeVFX #techArt #u3d

@10258678.bsky.socialOct 5, 2026, 1:00 AM

Working with AI -- Vol.30
How does this low-overhead, volume-conserving smoke work? Watch this video to find out.
#gameDev #indieDev #soloDev #techArt #realTimeVFX #u3d

@10258678.bsky.socialOct 4, 2026, 2:38 PM

Working with AI -- Vol.29
Used analytical solutions to estimate smoke thickness for space skipping, and also threw in thickness-based adaptive stepping—the results look great.
#gameDev #indieDev #soloDev #realTimeVFX #techArt #u3d

@10258678.bsky.socialOct 2, 2026, 1:59 PM

Working with AI -- Vol.27
Brainstormed a rough solution with Gemini to ensure conservation of smoke volume: inversely compensate the length of the skeleton rays blocked and cut off by buildings into the other rays.
#gameDev #indieDev #soloDev #realTimeVFX #techArt #u3d

@10258678.bsky.socialOct 1, 2026, 3:37 PM

An implicit geometry Unity shader. The effect shown below actually uses only a handful of cubes. Plus, it can generate a massive variety of effects—way more than what’s shown in this video.
#indieDev #soloDev #gameDev #realTimeVFX #techArt #u3d #vrchat
Link in the replies 👇

@10258678.bsky.socialSep 29, 2026, 2:12 PM

Working with AI -- Vol.26
Gemini didn't just fix the last bug today—it also caught a line of "lazy code" in the vertex shader. Turns out this line was forcing the fragment shader to do extra "patchwork math".
#gameDev #indieDev #soloDev #techArt #realTimeVFX #u3d

@10258678.bsky.socialSep 28, 2026, 2:14 PM

Working with AI -- Vol.25
Moved 3D skeleton generation & screen-space projection from Vertex Shader to CPU to save interpolators. Gemini took over the job and... completely failed the math.
#gameDev #indieDev #soloDev #realTimeVFX #techArt #u3d #AI