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Unreal Engine 5
Portoflio

I may be a Technical Artist :(

I've worked on real-time procedural world generation, advanced material shaders, water rendering, PCG workflows, profiling and optimization, VFX, little tools and gameplay systems in Unreal Engine 5.

I enjoy turning complex math and engine internals into practical solutions that artists and developers can actually use—while occasionally questioning my life choices after debugging shaders at 3 AM.

My Skills

"Technical Art HLSL/Shaders PCG

VFX Performance Profile  UE5 Generalist"

Things I made
In Unreal Engine 5

Mario_quantum_era Screenshot 2025.11.05 - 09.25.41.73.png

SHADER

Foam Material Function

Procedural 0–1 mask suitable for shoreline foam, waves whitecaps, and water simulation.

  • Plug&Play with the content from the engine's water plugin (SLW material, Ripple/Shallow water simulations, wave simulations etc)

  • Easy to integrate with Ultra Dynamic Sky or any blueprint logic (like wind actors) for dynamic direction, speed and intensity

  • Art directable with exposed controls for masks (DF, Sims, RVTs, Wind/Wave Height influence, Noise, etc) and shading (Scattering, day/night bias, Color, Normal, Roughness)

  • One noise texture is all you need

There is more

My interests

I do play some instruments and share my music on Spotify; also I love to shoot and edit videos, had quite some fun with it and even some good clients.


Android user because of modding, Apple lover because of music and video editing.

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Sometimes I post online
Exactly here
  • LinkedIn - Bianco Circle
  • spotify
  • SoundCloud - Bianco Circle
  • Instagram

Mario Cola © 2025-2026

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