I will write a custom shader you tune yourself, in unity, unreal, hlsl or glsl

L
logicaldragon
L
logicaldragon
Tom

About this gig

The hard part of a shader brief is almost never the maths. It is that "subtle and alive" is a taste, not a spec, and on a fixed price that becomes an unbounded argument.


So I build it parameterised from the start. Colour ramp, intensity, speed, spread, falloff: the ones you name become sliders in your inspector. You dial the feel yourself in real time instead of describing it to me and waiting a day for the next version. A disagreement about taste becomes a number you drag, and a second variant is a preset when the dials I exposed reach it.


One order is one effect, and it is shader code only: no meshes, textures, or VFX systems. The source comes with it, written in your engine's conventions. If the effect costs more frame time than it is worth on your target device, I say so before you pay.


Twenty years of graphics and engine work. Unity HDRP and URP, Unreal, raw HLSL and GLSL, WebGL and WebGPU. On a 2026 HDRP contract I shipped a procedural screen space effect as dials, and the client tuned the final look himself, with no further iteration round.


Tell me the effect and the engine, and send a reference image if you have one.

Get to know Tom

Tom

Unity and Unreal Shader Engineer, HLSL GLSL and Real Time Graphics

  • FromUnited States
  • Member sinceAug 2017
  • Languages

    English
I build and optimize graphics and engine systems for games and real-time apps, and fix slow or broken projects. Twenty years includes Candy Crush Soda Saga at King (90M+ players), Angry Birds 2 at Rovio, and Novus Aeterno, a distributed C# server network that drove a million agents. I work in HLSL and GLSL across Unity HDRP and URP, Unreal, and WebGL. I profile frame time and draw calls on real hardware and report before and after results. I also rescue inherited or unfinished codebases. Every engagement has a defined scope and fixed price. I am clear about work I have not shipped.

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