Ink-wash mountains and a hillside filled with flowers

UNITY TECHNICAL ART

AMATERASU'S
BRUSH

New brush commands, Houdini plant growth, procedural trails and ink-style shadow rendering in Unity.

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A Unity technical-art project built around gesture-driven world effects.

The project uses Mix and Jam's Celestial Brush prototype as its starting point. The prototype supplies the gesture recognizer, brush interface, bomb and tree interactions, and Toon Shader. This project adds sun, moon and plant commands, day and night responses, Houdini plant growth, a replacement wolf character, a procedural vegetation trail, ink-style ground shadows, and failed-stroke feedback.

The white wolf running through the Unity forest with a trail of grass and flowers behind it

Final Unity scene after the character, environment and rendering work.

Sun, moon and plant drawing.

New gesture templates were recorded for the sun, moon and plant. The recognition results are routed to the corresponding visual effects, day and night sky transitions, and plant-growth trigger. The original recognizer remains the input framework.

Plant growth from Houdini to Unity.

The plant mesh and growth animation were built in Houdini, exported as Alembic, and connected to the plant command for playback in Unity.

Houdini plant growing from a curled shoot into its final form
HOUDINI GROWTH ANIMATION
UNITY GAMEPLAY INTEGRATION

Replacement wolf character.

A rigged quadruped asset was connected to the player controller and walk state. Scale, ground offset, collider bounds and camera follow were corrected in Unity. The supplied Toon Shader and outline were configured to match the scene.

Grass and flowers follow the wolf.

The trail adapts NiloCat's indirect grass-rendering example and Quaternius's CC0 flower mesh. A custom emitter samples the wolf's path, controls grass and flower density, grows instances from below the terrain, returns them into the ground, and releases petals as the trail clears.

VEGETATION TRAIL IN UNITY

Watercolor ground shadows.

The ground shader samples the directional-light shadow map and reshapes it with a softer boundary, paper breakup and controlled dry-brush gaps. Cascade blending was corrected so the shadow stays continuous as the camera moves.

Ink-style ground shadows running in the Unity scene.

Ordered dissolve and drifting ink fragments.

When recognition fails, the drawn stroke remains visible and dissolves in drawing order. A separate particle layer follows the same direction and drifts away with independent timing.

FAILED-STROKE DISSOLVE IN UNITY