Volumetric lighting
MK Volumetric Lighting
Turn your existing URP lights into atmospheric sun shafts and light beams.

My normals are fine. I’m just going off on a tangent.
I make games, shaders, and Unity assets. Graphics programming is the part I enjoy most.
A love for games.
An obsession with the details.
Volumetric lighting
Turn your existing URP lights into atmospheric sun shafts and light beams.

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

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

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

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

Behind the scenes
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.


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

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

Bloom & lens surface
The lite version of MK Glow, focused on bloom and glow effects.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The lite version of MK Glow, focused on bloom and glow effects.
BEHIND THE SCENES
A little experimenting. A lot of “what if?”
Here’s what I’m experimenting with.
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.
Watch the project walkthrough

A BIT ABOUT ME
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 touchGET IN TOUCH
Tell me what you have in mind.
You can reach me by email.
contact@michaelkremmel.de
NEED A HAND?
Having trouble with one of my assets? Send me a message about what’s happening. These details will help me take a closer look.
support@michaelkremmel.de