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Procedural Wafer Tool
Unity, C#, Shader Graph
September 2022 - May 2023
Tool Developer
1


Using 3D Math I procedurally generated complex meshes based on a varity of exposed parameters. The user could dictate the dimensions of the total mesh and whether it was circular or rectangular. From there the tool would generate all the needed vertices, draw triangles, and UV unwrap them from C# code. In order to allow different sections to be removable the user could also adjust a percentage of the wafer all the dies would take up. After that the script would cut the dimensions into how many dies the user would want in the remaining area by both the X and Z dimensions. A custom Shader was built using Shader Graph to control different PBR settings for extra flexibility.
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