Harry 💬
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halisavakis.com
Harry 💬
@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
🔗: halisavakis.carrd.co
🌐 : halisavakis.com
Head hurts, but next HAZE update will also feature support for orthographic cameras 👀

Get ready to bring in some more atmosphere to your cool isometric dioramas 🌫
November 28, 2025 at 5:41 PM
Here's how HAZE contributes to the overall lighting and colors of the scene ✨

It helps to have a solid base of lighting before using it, as relying on it from the very start can make it more difficult to gauge the proper values
November 20, 2025 at 8:56 AM
Another excuse to play around with lighting and HAZE ⛩🌫

Put together with some megascans, some MTree meshes and simple models in Unity URP ✨

HAZE isn't exclusively for spooky stuff, but it does help with the eerie atmosphere 👀

#gamedev #unity3d #madewithunity
November 20, 2025 at 8:51 AM
Last one, I swear, I was just fighting Unity on this for a little while, so I'm so very relieved
November 15, 2025 at 3:57 PM
Oh and main light cookies were hella broken before, but I only just found out 😅

So this will also be fixed in HAZE 1.1.2 ✨
November 15, 2025 at 2:58 PM
Quite a fun thing to play around with tbh
November 15, 2025 at 2:19 PM
I got a bit too excited to share this and ignored how intense that banding looks with subtractive density

So a couple of days of head scratching (and banging) later, I figured a way to make it much smoother ✨
November 15, 2025 at 1:28 PM
Apart from some bug fixes and some other stuff, next HAZE version will feature a subtractive mode for density volumes, using their own density to carve away at the existing fog 🌫

Combined with the previous update that means you can have point lights dissolving the fog! 💡

#gamedev #madewithunity
November 13, 2025 at 12:23 PM
quick proof of concept, seems to work well; there is some banding due to the low depth slice resolution, but it shouldn't be too visible with some more practical use cases (or with increased depth slices/reduced max range)

will explore further 👀
November 4, 2025 at 5:48 PM
Obvs this still works with shadow casting and both the color contribution and density boost can still be controlled via the light color alpha value ✨
November 1, 2025 at 1:53 PM
Right now, HAZE supports color contribution from additional lights, but there has to be underlying fog to make them show up

In the next update (coming soon), global and local fog will have an option to boost density using secondary light attenuation, so you can have just light beams with no fog✨
November 1, 2025 at 1:53 PM
🌫HAZE🌫 version 1.1.0 just got released!

And it's ✨still 10% off!✨

Most important addition:
💡 Per-light contribution control using the alpha value of the light's color!

Now you can select which secondary lights contribute to the fog and which are just for the environment ✨
October 30, 2025 at 6:53 PM
Since we're still in spooky month, it's worth mentioning that HAZE is ideal for dark and atmospheric scenes 🌫

Here's a quick recreation of a Silent Hill f level with just a handful of assets and a good does of 🌫HAZE🌫

#unity3d #gamedev #madewithunity
October 24, 2025 at 5:38 PM