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.
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.