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Slice of Post-Soviet Yard: A Technical Art Portfolio

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"Shaders are the digital equivalent of a photographer's lens, lighting setup, and film stock all rolled into one." — Project Reflection

📖 The Story: The Digital Lens

As a programmer with a background in photography, I wanted to bridge the gap between Engine Logic and Visual Art. This project is not just a 3D environment; it is a custom rendering stack built in Unity URP.

The goal? To engineer a "Lens" that transforms standard 3D assets into a cohesive, atmospheric experience reminiscent of the PSX era, solving complex pipeline challenges along the way.

View the Full Portfolio on ArtStation


📚 Technical Deep Dive (Wiki)

I have documented the entire engineering process in the Wiki - CLICK TO DIVE IN.

Or select a section below.

  • Terrain Blending: How I ditched Splat Maps for Render Textures to ground the grass.
  • Reactive Shaders: Vertex Animation for wind and Depth-Buffer logic for water volume.
  • HLSL Integration: Custom lighting functions inside Shader Graph.
  • The Retro Stack: Implementing Pixelation, Dithering, and Quantization as Renderer Features.
  • Pipeline Engineering: Solving the "Fog vs. Transparency" injection point bug.
  • Atmosphere: Creating volumetric-style fog using Height and Horizon fading.
  • Composition: Building a "Post-Soviet" mood.
  • Optimization: GPU Instancing and Render Texture economy.

🛠 Tech Stack

  • Engine: Unity 6.2 (6000.2.13f1 - Supported) (URP)
  • Language: HLSL (Custom Nodes), C# (Renderer Features)
  • Tools: Shader Graph, Terrain Editor