SHERAZ ASGHAR
Technical Artist / Unity Developer
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Six Country, Nine City
PHOTOGRAPHY
Six Country, Nine City
Apr 20, 2026 Photography

Six Country Escape is a visual journey through six countries and nine cities, captured through architecture, street life, landscapes, food, and quiet…

WebGPU Automotive Configurator
UNITY
WebGPU Automotive Configurator
Feb 20, 2024 WebGPU

This project is a real-time WebGPU automotive visualization study built in Unity, focused on material customization, browser delivery, and optimized…

A project about nothing
UNITY
A project about nothing
Aug 21, 2023 Animation

A Project About Nothing is a small real-time Unity study built around a field dog wandering through a desert environment. The goal was to examine the…

Minion Mayhem
CINEMA
Minion Mayhem
Jul 20, 2016 CG Animation

This project was a stylized CG animation created as part of a licensed Mega Bloks campaign featuring the Minions universe in collaboration with…

TMNT 80s Blockfied
CINEMA
TMNT 80s Blockfied
Jan 10, 2017 CG Animation

This project was a stylized CG animation inspired by the classic 80s Turtles theme intro, created using Mega Bloks toy-based characters and…

SPARTAN MARK VI
CINEMA
SPARTAN MARK VI
Aug 20, 2014 CG Animation

This project was a stylized CG animation created as part of a licensed Mega Bloks campaign featuring the Halo universe in collaboration with Mattel…

World of Warcraft
WEBSITE
World of Warcraft
Jun 14, 2013 Web

Created for Mega Bloks during their licensed partnership with Blizzard Entertainment, this interactive website brought the world of World of Warcraft…

Destiny TVC
CINEMA
Destiny TVC
Jun 14, 2017 VFX

This project is a 7-second cinematic breakdown from a Destiny TVC sequence produced as part of an official Megabloks / Mattel Halo campaign. The…

Halo FOD
CINEMA
Halo FOD
Jul 15, 2018 CG Animation

This piece began with something simple and physical, a Megabloks / Mattel Halo ship, animated through stop-motion frame by frame created by…

Machine01
MACHINIST
Machine01
Dec 22, 2021 Machining

This is a personal project: a fully self-built CNC milling machine developed over the course of a year, designed and engineered from the ground up…

Magnext TVC
CINEMA
Magnext TVC
Sep 21, 2017 CG Animation

This project is a 10-second cinematic TVC created for MagneXt, a magnetic construction toy line developed by Mattel. The concept focuses on a single…

Gumpaway
WEBSITE
Gumpaway
Jun 11, 2016 Web

This project documents my journey biking across Canada, from the Pacific coast to the Atlantic Ocean, covering a total distance of approximately…

Halo Scorpion TVC
CINEMA
Halo Scorpion TVC
Mar 15, 2014 CG Animation

This project was created as a 10-second cinematic TV spot featuring the Halo Scorpion, a canon armored vehicle within the Halo universe reinterpreted…

Halo Pegasus TVC
CINEMA
Halo Pegasus TVC
Mar 15, 2014 CG Animation

This project was created as a 10-second cinematic TV spot featuring the Halo Pegasus, a canon vehicle within the Halo universe reinterpreted through…

Turrentblok Mixed Reality
MIXED REALITY
Turrentblok Mixed Reality
Nov 11, 2015 AR

This project is a mixed reality gameplay prototype developed in Unity, combining physical computing with real-time augmented reality. The experience…

Rover Mixed Reality
MIXED REALITY
Rover Mixed Reality
Aug 12, 2015 AR

This project is a mixed reality prototype built around a physical Mega Bloks / Mattel rover, combining real-world toy hardware with a Unity-based…

Shapeshifters
UNITY
Shapeshifters
Jul 18, 2018 Robotics

This project is a fully built modular RC-style vehicle system developed entirely using LEGO components, designed to explore physical computing…

Roboblok
MICROCONTROLLERS
Roboblok
Jan 10, 2013 Electronics

This project is a wearable robotic hand system built using Mega Bloks Micro components as the structural base, combined with embedded electronics and…

Minion Tracking at Mattel
CINEMA
Minion Tracking at Mattel
Nov 14, 2016 Match-Move

This project explores motion tracking and visual effects integration using real-world footage combined with 3D animation and compositing techniques…

Minions at Cafe
CINEMA
Minions at Cafe
Jan 5, 2017 VFX

This project is a motion tracking and visual effects experiment set in a real-world cafe environment. The background footage was captured on location…

Neoshifters
CINEMA
Neoshifters
May 12, 2008 CG Animation

This project is part of my early professional work, created during my time at a company where I had limited production access and tools. It…

Robots in the Warehouse
UNITY
Robots in the Warehouse
Jul 27, 2025 Simulation

Robots in the Warehouse is a real-time warehouse automation demonstration showcasing autonomous mobile robots operating within a modern distribution…

Talia
UNITY
Talia
Dec 11, 2022 Visualization

This project explores high-end product visualization using Unity HDRP, showcasing how real-time rendering can achieve the level of quality…

HDRP Ocean & Volumetric Clouds Showcase
UNITY
HDRP Ocean & Volumetric Clouds Showcase
Aug 24, 2024 Environment

This HDRP showcase was created for a Unity workshop I delivered at Boeing, demonstrating the visual fidelity possible with Unity's HDRP water system…

HDRP Path Tracing Studio
UNITY
HDRP Path Tracing Studio
Jul 17, 2023 Rendering

This project was built in Unity HDRP to showcase high-end automotive visualization using path tracing, custom shaders, lighting, and material…

The Mosaic
+ Featured Work / CINEMA

Minion Mayhem

This project was a stylized CG animation created as part of a licensed Mega Bloks campaign featuring the Minions universe in collaboration with Mattel and Illumination. The goal…

+ Featured Work / CINEMA

TMNT 80s Blockfied

This project was a stylized CG animation inspired by the classic 80s Turtles theme intro, created using Mega Bloks toy-based characters and environments. The goal was to recreate…

+ Featured Work / UNITY

Robots in the Warehouse

Robots in the Warehouse is a real-time warehouse automation demonstration showcasing autonomous mobile robots operating within a modern distribution center. Designed as a…

+ Featured Work / UNITY

Talia

This project explores high-end product visualization using Unity HDRP, showcasing how real-time rendering can achieve the level of quality traditionally associated with offline…

UNITY

HDRP Ocean & Volumetric Clouds Showcase

High-fidelity real-time ocean, sky and volumetric clouds in Unity HDRP, a large-scale coastal environment built for a live technical workshop

About the Project

This HDRP showcase was created for a Unity workshop I delivered at Boeing, demonstrating the visual fidelity possible with Unity's HDRP water system, volumetric clouds, and atmospheric lighting. The goal was to build a real-time scene that highlighted realistic ocean rendering, dynamic skies, cinematic lighting, and large-scale environmental presentation in an interactive format.

The demo features rocky coastal terrain, open water, aircraft flyovers, and a naval carrier setup to show how multiple HDRP systems can work together in a cohesive scene. The carrier and boat-related assets were purchased from TurboSquid, while the overall scene development, lighting, material setup, shader work, and visual polish were handled as part of the showcase.

A major part of the environment look was built through material development and shader tuning, including tessellated materials used across the terrain and shoreline to add depth, surface variation, and more believable ground detail. This helped the rocky environment feel more natural and gave the scene stronger close-up fidelity when combined with wet surface response, foam interaction, and lighting.

The showcase was designed to demonstrate not just the beauty of HDRP, but also its practical use in high-end real-time visualization workflows. By combining water, volumetric clouds, lighting, materials, and Shader Graph techniques, the demo helped illustrate how Unity HDRP can be used for cinematic-quality technical presentations and immersive simulation-style experiences.

Project Highlights

  • Category UNITY
  • Year 2024
  • Type Real-Time Environment / HDRP Showcase
  • Role Environment, Lighting, Water & Atmosphere
  • Pipeline Unity, C#, Photoshop

Pipeline & Workflow

  1. Built the coastal island and configured Unity HDRP for a large-scale outdoor environment, using assets from Unity's Book of the Dead
  2. Water look development with Unity's HDRP water system: ocean movement, shoreline foam, reflections, refraction and underwater visibility
  3. Used the volumetric cloud system for dramatic skies, atmospheric depth and changing lighting conditions
  4. Directed atmospheric and sun-driven lighting across different times of day
  5. Material development and Shader Graph tuning, including tessellated terrain and shoreline materials for close-up depth and surface variation
  6. Balanced exposure, lens effects and post to give the scene a cinematic look
  7. Integrated purchased carrier and boat assets (TurboSquid) and framed cinematic cameras for the live demo

Tools & Technologies

Unity
C#
Photoshop

Credits & Collaborators

Acknowledging the teams, studios, and collaborators behind the project.

Sheraz Asghar
Environment, Lighting, Water & Atmosphere
Scene setup, HDRP configuration, lighting direction, material and shader work, water look development, atmosphere and volumetric clouds, exposure and lens tuning, and cinematic camera framing.
Unity Technologies
Engine
Unity HDRP, including the water system and volumetric cloud system used throughout the showcase. Unity is a trademark of Unity Technologies.
Unity Book of the Dead
Environment Assets
Assets from Unity's Book of the Dead demo were used to build the rocky coastal island and environment detail. Book of the Dead is a demo project by Unity Technologies.
TurboSquid
Purchased Assets
The aircraft carrier and boat-related assets were purchased from TurboSquid and integrated into the scene.

HDRP Tessellated Riverbed Material Study

This HDRP shader and material study was created for a workshop I designed for Boeing, focusing on shallow water refraction over a tessellated rocky riverbed.

The rock surface uses tessellation and displacement to create physical depth, while the water layer adds transparency, reflection, and refractive distortion. As the water moves, it bends and breaks up the surface below, creating the illusion of clear shallow water flowing over uneven stones.

The goal of this workshop study was to demonstrate how layered materials, surface detail, and HDRP water optics can work together in Unity to create a more believable natural environment in real time.