Sairi Sairi Sairi Sairi Sairi Sairi Sairi Sairi Sairi Sairi Sairi Sairi Sairi Sairi Sairi
Sairi Sairi Sairi Sairi Sairi Sairi Sairi Sairi Sairi Sairi Sairi Sairi Sairi Sairi Sairi

Born as an attempt to blur the lines between visually expressive but static posters and interactive game UI. Demonstrates an interface with a strong focus on stylised visual aesthetics while maintaining functionality. Also a compilation of various real-time 2D and 3D rendering techniques, including cel shading with outlines, character animation transitions, depth-based live shader replacement, and procedurally generated Bezier splines. Most visual effects were implemented in Unity’s URP Shadergraph. Made with Unity (main engine), VRoid Studio (character modelling), Blender 3D (model optimisation), C# (scripting).
| Interactive Web Demo | Source Code |


Dynamic text and text effects that respond to user interaction

A customisable polka-dot effect for backgrounds, implemented in URP Shadergraph

Procedurally generated Bezier spline curves and particles (The core logic of this process is also implemented in Python: bezierspline)

Real-time depth-based shader replacement for special masking effects



.vrm file itself./Assets/TextMesh Pro/ and project metadata, etc.) are licensed under the MIT license. Please feel free to use, modify, or simply take the concept and create derivative work.