At Augmend, I’m responsible for the studio’s shaders, materials, and lightweight FX across multiple VR therapy modules. My focus has been on creating clear, stable visuals that hold up on standalone hardware while staying aligned with the calm, therapeutic tone of the product.
My work spans master materials, reusable material functions, VR-friendly shading, UI effects, world-position variation, and small stylized FX. I also solved several platform-specific issues, including fixing 3D widget materials' aliasing with derivative sampling and refining WPO animations to avoid VR discomfort.
This post includes a few examples of the shader and FX work I contributed to the product, along with a small R&D material study I created in my spare time to explore layered blending, height-based transitions, and nanite displacement.
Created a layer blend material in Unreal to allow for modularity when art directing a scene; however, these can be unperformant as each layer instance increases a drawcall.
An alternative would be the traditional Master material setup, where everything exists in one material instance.
I rigged and animated the book in Blender
Created a flipbook-driven material for the butterflies
Synced it to Blueprint timing logic
An animated linear slideshow material driven by a simple frac(Time * speed) function combined with abs() to create a smooth, non-sinusoidal fade.
I created the robot’s eye animation using a shader-driven, flip-book-like technique. Expression is driven within the character BP.