Hello! My name is Bennett, and I am a computer science student specialising in real-time rendering and shader development. With a strong foundation in 3D art and technical expertise, I focus on bridging the gap between artists and engineers within game development teams.
- Shaders & Rendering – Developing custom shaders (Unity URP, HLSL, GLSL, WebGL/Three.js) that explore how far standard game-engine rendering can be pushed to achieve top-tier visual quality, from photorealism to bold stylisation.
- Devlogs and YouTube – Breaking down shaders and documenting rendering experiments through write-ups on my website and videos on YouTube, from showcases and timelapses to tutorials.
- Renders & Visuals – Showcasing finished renders and visual pieces on Artstation that highlight the artistic side of my shader work.
Separable Subsurface Scattering in Unity 6 URP — Real-time screen-space subsurface scattering implementation in Unity 6 URP, based on Jorge Jimenez’s separable artist friendly kernel. The project uses a custom Scriptable Render Pipeline feature to split PBR lighting into diffuse, specular, and ambient buffers, applies a two-pass separable convolution to the diffuse buffer, and composites the result back with sharp specular lighting. It includes artist-friendly material controls, thickness-based light transmission, and showcase presets for skin, jade, marble, wax, and other materials.
Forgotten Colors — Third-person puzzle-platformer where emotions shape reality. It features a custom Unity URP shader that defines the game’s sumi-e (水墨画) aesthetic, extending the traditional monochrome style into expressive colour palettes reflecting different emotional states. A detailed shader devlog will be published on my website soon!
Tail as Old as Time — Exploration puzzle game where you play as a curious cat uncovering the mysteries of an ancient temple, built to showcase a custom HLSL toon shader.
- Build my own Vulkan-based renderer.
- Create a YouTube course on HLSL in Unity, designed to take beginners from zero experience to the level of understanding I’ve reached.
I enjoy connecting with other developers, artists, and researchers in graphics programming.
If you’d like to collaborate, exchange ideas, or just chat about rendering, let's connect on
LinkedIn or you can reach out to me at bennettpoh@gmail.com!
