Pixel Physics For Unity

Pixel Physics

The idea of “pixel physics” comes from classic flash games like powder game, and more recently, the game Noita by Nolla Games, released in 2019.

Realtime Colliders

I handle real time mesh generation per frame using a modified Ramer-Douglas-Peucker implementation.

WORK 02

Dynamic Lighting

I created a custom lighting system for the simulation using compute shaders, that supports things like emissive elements, and raytraced reflection / refraction based on real world IORs.

Custom Aesthetic

I’ve developed the look of the simulation using Unity’s ShaderGraph and the new Universal Render Pipeline to achieve multi-pass effects like the ripple shown here.