Haruki Yano is a software engineer with six years of professional experience, currently working at CyberAgent in Tokyo's Chiyoda ward. He specializes in Unity engine development and graphics tooling, contributing full-stack to shader systems and UI navigation libraries that improve particle visuals and smooth screen transitions for game projects. His open-source work includes enhancing a URP-compatible particle shader with UV animation and flow maps and building a robust screen navigator handling lifecycle events and build issues. With a background spanning major Japanese game and tech companies (CyberAgent, DeNA) and studies in economics and organic chemistry, he brings a cross-disciplinary curiosity that informs practical, detail-oriented engineering.
6 years of coding experience
8 years of employment as a software developer
Economics, Economics at Kyoto University
Organic Chemistry, Organic Chemistry at Tokyo University of Agriculture and Technology
Multi-functional shader for the Particle System that supports Universal Render Pipeline (URP) of Unity.
Role in this project:
Full-stack Developer
Contributions:11 releases, 51 reviews, 93 commits in 1 year 2 months
Contributions summary:Haruki primarily contributed to the shader system, focusing on its integration within the Unity environment for the Universal Render Pipeline (URP). Their work involved adding, refactoring, and cleaning up shader code, including the modification of instancing and custom vertex streams. They also worked on incorporating new features like UV animation for the emission map and the application of flow maps, further enhancing the visual effects of the shader.
Library for screen transitions, transition animations, transition history stacking, and screen lifecycle management in Unity's uGUI.
Role in this project:
Full-stack Developer
Contributions:23 releases, 1 review, 112 commits in 1 year 2 months
Contributions summary:Haruki contributed to the development of the Unity screen navigation library, focusing on screen transitions, animations, and lifecycle management. They added the core `UnityScreenNavigator` functionality and made several improvements, including fixing menu names and improving details within the settings and animation objects. The user also addressed player build errors and fixed skipping of the first frame of animation, ensuring smooth operation. Furthermore, they implemented features such as support for tasks with lifecycle events and interaction control.
stackinglifecycletransitiontransitionsanimate
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