Summary
Overview
Work History
Skills
Experience Highlights
Selected Technical Skills
Key Facts
Languages
Timeline
Generic
Andrii Sadovnyk

Andrii Sadovnyk

Hombrechtikon

Summary

Unity Developer & Technical 3D Artist specializing in mobile-first photoreal visualization of diamonds, precious metals, and glass. I deliver reliable real-time results with custom diamond/gem shaders (dispersion, caustics, hybrid refraction) and compute-driven sparkle/flare effects tuned for jewelry, backed by deterministic lighting and macro-camera setups. I build editor tools and automation that cut iteration time, enforce PBR standards, and keep visuals consistent while meeting mobile performance targets. Shipped real-time viewers and configurators.

Overview

10
10
years of professional experience

Work History

Unity / 3D Shaders Engineer

Hombrechtikon
01.2016 - Current
  • Unity Developer & Technical 3D Artist driving real-time R&D for photoreal metals, gemstones, and glass in luxury product visualization. I design and ship custom gem/diamond shaders (dispersion, caustics, facet-normal logic, hybrid refraction), compute-assisted sparkle/occlusion, and bespoke tooling—built to deliver high fidelity at mobile framerates. I design and harden pipelines and plugins that raise the quality/performance ratio: validation and profiling overlays, SKU/preset systems, deterministic lighting/macro-camera rigs, and CAD→realtime workflows (model optimization, retopology, clean UVs for texturing or light baking, LODs). Strong lighting & PBR craft: I build materials, author textures, and maintain disciplined asset hygiene for predictable results and reliable iOS IL2CPP/Metal delivery.
    Editor tools & custom plugins: pipeline validation, one-click light rigs, HDRI switcher, in-editor FPS/frametime/thermal overlays; Mesh Transformation toolkit (runtime mesh ops/deforms); camera-effects framework (damage/bleed/frost/concussion); gem sparkle/flare generator tuned for diamond highlights; runtime damage system for models (decals/vertex blends); custom Shader Graph nodes; mobile-friendly procedural/fake grass for stylized and real-time scenes.
    AI textures: SDXL + Substance for low-noise, tileable PBR sets (leather/metal/straps).
    Stack: Unity 6 (URP/HDRP); C#, HLSL/GLSL/Compute/Shader Graph; SRP Batcher, GPU Instancing, Addressables; GLTF/FBX; CAD→Realtime.
    Platforms: iOS/Android, WebGL, Windows/macOS, OpenXR/Quest, PlayStation integrations.

Skills

  • Rendering / Shaders
    HLSL / GLSL / Compute; Shader Graph; Amplify Shader Editor; Shader programming; real-time rendering; gem/diamond shading (dispersion, caustics, hybrid refraction); ACEScg awareness; anisotropy & clearcoat; box-projected IBL; planar / SSR reflections; SSGI; IES profiles; AO (GTAO / HBAO / SSAO incl half-res/temporal & mobile Contact AO); FXAA / SMAA / MSAA / TAA; accumulation SSAA (offline); filmic tonemapping; PostFX (DoF / bloom / grain / sharpen / tones); parallax occlusion; normal / specular (spec-gloss) / displacement mapping; area-lights emulation; brushed metal looks; specular lobe limiter; CommandBuffer / FullscreenPass; Custom Passes (HDRP)
  • Pipelines / Performance
    URP / HDRP / Built-in; SRP Batcher; batching / GPU Instancing; shader-variant trimming; ASTC/ETC texture budgets; p50/p95 frametime metrics; LOD rules / crossfade / cull distance; build size reduction; platform perf budgets (iOS / Android / Windows / WebGL / Quest); IL2CPP/Metal profiles; quality profiles (AA/scale); auto-exposure curves & exposure tools (GPU histogram); screen-space GI (SSGI); accessibility (contrast/scale)
  • Tooling / Automation
    Batch import & validation; SKU/preset systems; runtime material switcher; screenshot/share exporter; release-notes automation; in-editor FPS/frametime/thermal overlays; product light-rig presets & HDRI libraries; localization workflow; visual asset management; game-engine integration workflows
  • Assets / Content
    Asset optimization; CAD → Realtime (optimization, retopology, UV unwrapping incl UDIM awareness, texture baking / light baking); GLTF / FBX; photogrammetry cleanup; procedural texturing; character / organic / hard-surface texturing; ZBrush sculpting; environment art; PBR material creation
  • Platforms
    Android (Vulkan/GL), iOS (IL2CPP/Metal), Windows / macOS, WebGL, OpenXR / Quest, ARKit, ARCore, cross-platform deployment
  • AI & Texturing / DCC
    Stable Diffusion SDXL ( ControlNet) Substance Painter / Substance Designer hybrid for low-noise tileable PBR; Blender, Cinema 4D, Maya, ZBrush; Quixel, PixPlant, xNormal; Adobe Photoshop, After Effects
  • Core Engineering
    Unity development; system design & technical documentation; problem solving; creative & critical thinking; material selection for PBR; control systems for runtime camera/FX pipelines

Experience Highlights

  • Mobile-ready diamond/gem rendering: consistent sparkle/flare and clean highlights under macro lighting.
  • Deterministic lighting & macro-camera setups that keep look consistent across SKUs/scenes.
  • Editor automation: import/validation, SKU/presets, light-rig/HDRI presets, profiling overlays.
  • CAD→Realtime: optimization, retopology, UVs/LODs; predictable handoff for texturing/light baking.
  • Runtime exploded/assembly flows with clean seams; camera-FX (damage/frost/blur/shake) and gem-sparkle generator.
  • AR/XR try-on prototypes (OpenXR/Quest; ARKit/ARCore).

Selected Technical Skills

Rendering / Shaders HLSL/GLSL/Compute; Shader Graph; Amplify Shader Editor; gem/diamond shading (dispersion, caustics, hybrid refraction); ACEScg; box-projected IBL; planar/SSR reflections; SSGI; IES profiles; AO; filmic tonemapping; PostFX (DoF/bloom/grain/sharpen); parallax occlusion; specular-lobe limiter; CommandBuffer/FullscreenPass; Custom Passes (HDRP)

Pipelines / Performance
URP/HDRP/Built-in; SRP Batcher; GPU Instancing; Addressables; shader-variant trimming; ASTC/ETC texture budgets; LOD rules; IL2CPP/Metal profiles; exposure tools & quality profiles.

Tooling, automation, batch import/validation, SKU/presets, runtime material switcher, profiling overlays, product light rig, and HDRI libraries

Assets / Content
CAD→Realtime (optimization, retopology, UV unwrapping, texture/light baking); GLTF/FBX; photogrammetry cleanup; mobile-friendly procedural grass; damage systems (decals/vertex blends).

AI and DCC, SDXL (plus ControlNet) plus Substance Painter/Designer for tileable PBR, Blender/Cinema 4D/Maya/ZBrush, Photoshop, Quixel/PixPlant/xNormal

Platforms
iOS (IL2CPP/Metal), Android (Vulkan/GL), Windows/macOS, WebGL, OpenXR/Quest, ARKit, ARCore.

Key Facts

  • Unity since 2015; C# + shader development (HLSL/GLSL/Compute).
  • Focus: mobile-first photorealism for diamonds, metals, glass.
  • Shipped: real-time viewers/configurators, exploded/assembly flows, AR/XR try-on PoCs.
  • Pipeline ownership: CAD intake → optimization/UV/LODs → texturing/light baking → release.
  • Unity Asset Store publisher (tools & shaders).

Languages

Russian
First Language
Ukrainian
Proficient (C2)
C2
English
Beginner
A1
German
Elementary (A2)
A2

Timeline

Unity / 3D Shaders Engineer

01.2016 - Current
Andrii Sadovnyk