My normals are fine. I’m just going off on a tangent.

Hey, I’m
Michael!

I make games, shaders, and Unity assets. Graphics programming is the part I enjoy most.

A love for games.
An obsession with the details.

Crafting Bench

Volumetric lighting

MK Volumetric Lighting

Turn your existing URP lights into atmospheric sun shafts and light beams.

Sunbeams through tall windows around a golden sculpture.

Game DevelopmentShadersArtProgramming

THE THINGS I MAKE

My
projects.

Here’s what I’ve been making.
Have a look around.

A stylized floating island with a cottage, trees, and patterned shading.

MK Toon

Shape your own art style with customizable toon shading, outlines, and artistic lighting.

Stylized shading
MK Glow - Bloom, Lens Flare & Glare Post-Processing Shader product cover.

MK Glow

Bloom, lens flares, glare, and lens surface effects for expressive lighting.

Bloom & lens effects
MK Volumetric Lighting - Sun Shafts & Light Beams for URP product cover.

MK Volumetric Lighting

Turn your existing URP lights into atmospheric sun shafts and light beams.

Volumetric lighting
MK Edge Detection - Screen Space Lines Shader product cover.

MK Edge Detection

Create crisp outlines or artistic screen-space lines, with visual debugging tools.

Screen-space lines
MK ChromaFlow - Gradient Shaders product cover.

MK ChromaFlow

Create gradient-inspired art with per-object shading and full-screen effects.

Gradient shaders
MK Manga – Ink & Stylized Shader product cover.

MK Manga Shader

Bring manga, comic, and ink-inspired shading into your 3D scenes.

Manga & ink shading
MK Watercolor Shader - Painterly Shading product cover.

MK Watercolor Shader

Give 3D scenes a watercolor feel with soft shading, brush strokes, and artistic lighting.

Painterly shading
MK Sprite Shader product cover.

MK Sprite Shader

Render pixel art and hybrid sprites with antialiasing and physically based lighting.

Sprite rendering
MK Nodes: Bundle for Shader Graph product cover.

MK Nodes: Bundle

Four modular toolkits: toon shading, splat mapping, triplanar projection, and dissolve.

Shader Graph collection
MK Nodes: Toon & Cel Shading for Shader Graph product cover.

MK Nodes: Toon & Cel

Compose toon lighting and stylized shadows with modular Shader Graph nodes.

Shader Graph toolkit
MK Nodes: Splat Mapping & Layered Materials for Shader Graph product cover.

MK Nodes: Splat Mapping

Build layered materials with height blending, wetness, parallax, and flexible splat controls.

Shader Graph toolkit
MK Nodes: Triplanar & Directional Mapping for Shader Graph product cover.

MK Nodes: Triplanar

Build UV-free materials with triplanar, directional, and camera-facing projection nodes.

Shader Graph toolkit
A fragmented monkey head with bright orange glowing edges.

MK Nodes: Dissolve

Create dissolve and disintegration effects with modular masks, modifiers, and vertex animation.

Shader Graph toolkit
MK Low Poly - Flat Environment product cover.

MK Low Poly Environment

Build flat-shaded worlds with modular terrain, sculptural forms, and editable wind shaders.

Environment art
MK Low Poly Trees - Fantasy product cover.

MK Low Poly Trees

Populate fantasy worlds with low-poly trees, easy recoloring, stylized wind, and three LODs.

Fantasy vegetation
MK Glass - Refractive Shader product cover.

MK Glass

Create refractive glass with configurable distortion, surface effects, and shading.

Refractive shader
MK Glow Lite product cover.

MK Glow Lite

The lite version of MK Glow, focused on bloom and glow effects.

Bloom & lens surface

BEHIND THE SCENES

A peek inside
the dev room.

A little experimenting. A lot of “what if?”
Here’s what I’m experimenting with.

DEVELOPMENT SPOTLIGHT

MK Shader

One shader system across the render pipelines

A custom lexer, parser, and generator let me write shaders using my own layout and templates. One file stays compatible with Built-in, URP, and HDRP - even beyond Unity 7.

Built-inURPHDRPUnity 7+Shader systems
Watch the project walkthrough
MK Shader logo with white lettering over a colorful binary pattern.
Shaders
MK API logo with white lettering over a green binary pattern.
c#

A BIT ABOUT ME

Hi, I’m Michael.
Let’s make stuff!

I like making the tools behind a look: shaders, material controls, and systems that help other developers shape their games.

I’m a game developer and Unity Asset Store publisher, and graphics programming is the part I keep coming back to. Most days I’m working on my assets: trying out a shading idea, chasing a particular look, and making the controls useful for someone else’s project.

Beyond the individual effects, I work on tools such as MK Shader. Its custom lexer, parser, and generator let me use my own shader layouts and templates while keeping the render pipelines together in one file. I like having that freedom to work on both the image and the system behind it.

Get in touch
Graphics & GPU Programming
HLSL and GLSL shaders, compute shaders, and real-time rendering techniques, including ray tracing, lighting, post-processing, and stylized shading.
Language Processing & Code Generation
Low-level programming and language tooling: custom lexers, parsers, and code generators, with close attention to data structures, memory use, and performance.
Systems & Tool Development
C# and C++ development, modular software architecture, editor tools, and render pipeline integration for Unity, Unreal Engine, and custom engines.

GET IN TOUCH

Questions or inquiries? Say Hello.

Tell me what you have in mind.
You can reach me by email.

NEED A HAND?

Asset Store Support

Having trouble with one of my assets? Send me a message about what’s happening. These details will help me take a closer look.