Lewis Gadsby
Technical Artist
Category: Uncategorized
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This is another tool that I am recreating from an old one I made at University. It was my introductory project to Unity’s mesh API and editor tooling. I’m redoing it now to get back into coding in C# after spending the last few years in Unreal. Bezier Curves The base for any spline tool…
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This was a project that started off in university and ended up being quite ambitious, I learned a lot from it though and decided to revisit the concept in 2024 with the knowledge that I had built up from working in Unreal in the industry. This plugin involved developing particle systems, custom materials and material…
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This project was a way to refamiliarize myself with Unity, an engine that felt like it was always changing in the realm of graphics. I had learned how to use Unity’s Universal Render Pipeline a couple of years ago and wanted to start learning the Scriptable Render Pipeline. The Scriptable Render Pipeline (SRP) is an…
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This project was my introduction to writing compute shaders in Unity. Doing a post processing effect was a familiar context for me to work in and I knew how I could write my own bloom shader. Blur Algorithms Bloom is achieved with a threshold that masks the brightest pixels from the scene texture and blurring…