Harry πŸ’¬
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halisavakis.com
Harry πŸ’¬
@halisavakis.com
He/Him - Tech Artist @Okomotive
(my posts are mine tho)
Prev. Tech art @ Jumpship

🚫 Anti-AI/NFT 🚫

Gamedev, Shader and VFX Journeyman; making things pretty with code ✨

🎨: cara.app/harryalisavakis
πŸ”—: halisavakis.carrd.co
🌐 : halisavakis.com
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🌫HAZE🌫 is now OUT on the Unity Asset Store!

πŸŽ‰And it's already 10% off πŸŽ‰

It's really easy and fun to use and you can make some really nice atmospheric foggy environments with it!

Heck, I ended up making a bunch of demo scenes for it cause I couldn't stop playing with it πŸ˜…

πŸ‘‡πŸ‘‡πŸ‘‡πŸ‘‡GET IT HEREπŸ‘‡πŸ‘‡πŸ‘‡πŸ‘‡
HAZE - Volumetric Fog & Lighting for URP | Fullscreen & Camera Effects | Unity Asset Store
Add depth to your project with HAZE - Volumetric Fog & Lighting for URP asset from Harry Alisavakis. Find this & more VFX options on the Unity Asset Store.
prf.hn
It's *unnecessarily* fun
I was kinda thinking of how could it'd be to have something like geometry nodes in unity, but just writing the code is awesome too
January 11, 2026 at 7:39 PM
And brute-forcing the mesh generation is awesome, shader-wise because that way
January 11, 2026 at 5:27 PM
As great as the splines package was for quick testing, it was slow af

now it goes brrrrrrrr in the editor and I'm still very much brute-forcing the geometry generation, no burst, compute shaders or anything
January 11, 2026 at 5:22 PM
Thanks Luke! I'm not too happy about the implementation just yet, so when I make it good I'll probably share more :P
January 11, 2026 at 3:22 PM
leaf
January 10, 2026 at 11:34 AM
Thanks! ✨
January 9, 2026 at 2:32 PM
That was already said when he knowingly joined BasedCon as a speaker
January 8, 2026 at 4:54 PM
"Vague cultural grounds" it's *literally* nazi and pedo stuff everywhere my dude
John Carmack continues to be a giant disappointment. Romero is King of Doom Johns.
January 8, 2026 at 12:32 PM
Different link to avoid the hellsite:
A Reddit User Has Created a Procedural Ivy Generator
And shared a tutorial on how it was made.
80.lv
January 7, 2026 at 6:32 PM
The larger part is pretty much explained by Tommaso's tweet here:

x.com/TommasoRoman...

I was a bit intimidated by this at first, but it's all just a bunch of raycasts and branching and being careful not to overflow your stack πŸ™ƒ
x.com
January 7, 2026 at 6:31 PM
Thanks! I guess the idea would be to convert it into a mesh (shown on next post) and scatter points on that to generate quads for the leaves. This is all an offline process, so I don't care for the performance of the process πŸ˜…
January 7, 2026 at 6:27 PM
Damn, the splines package is really cool for this sort of thing, it was super easy to extrude a nice mesh out of this mess πŸ‘€

Given how fun this already is, I'm like, 50% done on a silly string thrower simulator
January 7, 2026 at 6:26 PM
Finally got around to trying my hand (pun) at something akin to ivy generation and I'm already having way too much fun even with just the gizmo lines πŸ‘€

This is definitely something I'm going to overuse, and I *will* use it for evil

#gamedev #unity3d #madewithunity
January 7, 2026 at 5:38 PM
More like slopilot amirite
Microsoft is so fucking stupid.

Microsoft renamed Microsoft Office to Microsoft 365 Copilot App

I'm not joking
January 5, 2026 at 8:47 PM
1.1.6 is now live, featuring the exposed temporal accumulation controls (along with some minor fixes here and there)

HAZE is still 50% off, but not for long! Grab it while you still can!
As requested by some users, next HAZE update will expose the temporal accumulation blending, which can be reduced in order to address trailing artifacts from moving lights (like flashlights etc) ✨

HAZE is still 50% off, so it's a great chance to try it out if you haven't!
January 5, 2026 at 11:11 AM
Yup, this is in a transparent lit shader made with shader graph; it's true there's no final color, so the blending is a bit hacky (turning albedo black, smoothness and AO to 0 and lerping emission to fog color)
January 5, 2026 at 9:22 AM
Thanks! No nothing like that, I just compose the fog before rendering transparent objects and I'm just sampling the fog separately on the transparent shader to apply it πŸ˜…
January 4, 2026 at 3:52 PM
Also coming to HAZE soon:

Proper transparency support ✨

Due to how the effect gets composited, transparency doesn't work out of the box, so I'll be including some handy SG subgraphs and HLSL functions to help you sample HAZE in your custom transparent shaders
January 4, 2026 at 1:52 PM
Reposted by Harry πŸ’¬
One of the key takeaways with my conversation with Harry Alisavakis @halisavakis.com was...

Don't rely solely on AI when learning technical arts and VFX.
- Full Episode: youtu.be/PhlS-phZ1oE

You might stumble across something that you can take notes from.
December 30, 2025 at 7:30 AM
It's been a while since my last one, but I finally have new stuff to show now ✨

#artvsartist
December 29, 2025 at 3:45 PM
Aww thanks Fede, I'm really happy to hear you're having fun with it! :D
December 29, 2025 at 12:57 PM
As requested by some users, next HAZE update will expose the temporal accumulation blending, which can be reduced in order to address trailing artifacts from moving lights (like flashlights etc) ✨

HAZE is still 50% off, so it's a great chance to try it out if you haven't!
December 29, 2025 at 12:21 PM
Thank you so much ✨
December 29, 2025 at 1:06 AM
That's really awesome to hear, thank you Dan! I haven't had the chance to play Keeper yet, but I love the visuals and the stylization of everything I've seen, especially on the tech-art/vfx front!
December 28, 2025 at 6:20 PM
Thanks Jamie!
December 28, 2025 at 6:17 PM