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Ideal VR Training

Software Used:

Unity

Ideal Year one VR Training was a supplemental training app made by Groove Jones, for electrical engineering students. My role as Technical Artist involved UI and asset integration, scripting the step by step tutorial using a framework the developer for this project made, material look dev, and ensuring performance on the Oculus Quest.  

Tool Shader

ideal_tool.gif

This shader needed to utilize PBR textures created by the art team, in addition to a few gameplay related effects showcased in the GIF above.

  1. A fresnel pulse, to indicate a tool is selectable

  2. An outline, to indicate a tool is being hovered over

  3. A dissolve, which was used if users accidentally dropped tools they couldn't reach, to teleport them back to the toolbench.

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The image below shows the material graph used for the effects.

ToolShaderGraph.png

Pulse Reveal Shader

ideal_reveal.gif

Gameplay required users to connect wire conduit parts in place. When the part was placed in a valid area, the finished conduit needed to animate on. The above gif illustrates the zone indication, reveal effect, and the pulse after revealing to visualize the directional flow of electricity.

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Below is the material graph of the relevant nodes.

PipeShader.png

Environment Optimization

Since much of the budget was needed for the gameplay area, we needed a very optimal background environment. We used a tool called Google Seurat to render the environment. It allowed me to create a number of 360 panoramic shots inside of a walkable environment and construct a 3D mesh and single texture of that entire environment.

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This allowed us to approximate a high poly environment of millions of tris and thousands of draw calls created in a separate unity map with only ~35k tris and one texture sample. It looks like an exploded mesh outside of the predetermined volume, but within it, it actually holds up quite nicely.

ideal_env.gif

Portfolio of Tashkeel Shah

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