JOCELYN WANG
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Writing
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Jocelyn Wang
Technical Artist focused on real-time rendering & shaders.
24
works
·
12
essays
·
Shanghai · UTC+8
§ 01
Index
Selected Works
PAGE 1 / 4
Stylized Ocean & Foam System
↗
Shader · URP
/
2026
/
ArtStation
Volumetric Cloudscape, Real-Time
↗
Demo · HDRP
/
2026
/
Bilibili
Hand-Painted Foliage Shader
↗
Shader · UE5
/
2025
/
ArtStation
Snow Accumulation, Footprints & Wind
↗
System · UE5
/
2025
/
ArtStation
Procedural Rock Library
↗
Houdini · Tools
/
2025
/
ArtStation
Wet Surface & Rain Streak Pipeline
↗
Shader · URP
/
2025
/
Bilibili
Anisotropic Hair, Stylized
↗
Shader · UE5
/
2024
/
ArtStation
Vertex Animation Texture Toolkit
↗
Tools · Houdini
/
2024
/
ArtStation
Ghibli-flavoured Sky Dome
↗
Shader · URP
/
2024
/
Bilibili
Triplanar Terrain Blending
↗
Shader · URP
/
2024
/
ArtStation
GPU Particle Sandbox
↗
VFX · Niagara
/
2024
/
Bilibili
Forward-Decal Damage System
↗
System · URP
/
2023
/
ArtStation
Toon Shading: Ramp, Outline, Specular
↗
Shader · URP
/
2023
/
ArtStation
Cloth in Wind: Vertex-Based Sim
↗
Shader · UE5
/
2023
/
Bilibili
Refraction & Frosted Glass Studies
↗
Shader · HDRP
/
2023
/
ArtStation
Crystal & Refractive Materials
↗
Shader · UE5
/
2023
/
ArtStation
Dust, Smoke & Lit Volumetrics
↗
VFX · UE5
/
2022
/
Bilibili
Stylized Magic & Rune Shaders
↗
VFX · Niagara
/
2022
/
ArtStation
SSS for Subsurface & Skin
↗
Shader · HDRP
/
2022
/
ArtStation
Hologram & Force-Field UI
↗
Shader · URP
/
2022
/
Bilibili
Wind Layer for Grass & Cloth
↗
Shader · URP
/
2021
/
ArtStation
Custom Outline Post-Process
↗
Post · URP
/
2021
/
ArtStation
Procedural Lake Bed & Caustics
↗
Shader · UE5
/
2021
/
Bilibili
Fire & Ember Texture Studies
↗
VFX · Niagara
/
2020
/
ArtStation
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§ 02
Notes
Writing
12 ESSAYS
2026 · 04
Why banding happens, and a few ways out of it
9 MIN
↗
2026 · 02
A practical guide to stylized water in URP
14 MIN
↗
2025 · 11
Demystifying spherical harmonics for real-time GI
22 MIN
↗
2025 · 09
Notes on Vertex Animation Textures (and where they fail)
11 MIN
↗
2025 · 06
Building a snow accumulation material from scratch
17 MIN
↗
2025 · 03
Toon ramps: the case against pure step functions
7 MIN
↗
2024 · 12
Reading other people's shaders without panicking
10 MIN
↗
2024 · 08
A tiny budget for hair: 5 ms, 1080p, mid-range GPU
12 MIN
↗
2024 · 05
Lessons from porting a feature from HDRP to URP
8 MIN
↗
2023 · 10
On being the bridge between art and engine teams
6 MIN
↗
2023 · 04
Profiling shaders without losing the afternoon
13 MIN
↗
2022 · 11
A reading list for new technical artists
5 MIN
↗
© 2018–2026 JOCELYN WANG · ALL WORKS OWN
BUILT MAY · 2026