Hauntii: Line Art and Spiritual Particles with Compute Shaders in Unity

Published on May 23, 2026 | Translated from Spanish

The indie game Hauntii demonstrates that visual minimalism can be technically complex. Its style, based on hand-drawn line art with only two predominant colors, hides a powerful particle engine. The key lies in the use of Compute Shaders and Unity VFX Graph to animate thousands of entities in real-time, creating an ethereal spiritual environment that responds to the player without sacrificing performance.

Hauntii indie game black and white line art with bright spiritual particles in motion

Technical flow: From drawing in Photoshop to VFX Graph in real-time 🎨

The process begins in Photoshop, where artists define the master lines of characters and scenarios. These assets are imported into Unity as bitmap textures. The technical trick lies in the VFX Graph: instead of rendering static sprites, the system uses Compute Shaders to interpret each pixel of the texture as a particle seed. Each line is broken down into hundreds of points that float, rotate, and recompose following an attraction system. To optimize performance, a GPU particle buffer is used that avoids the CPU bottleneck. The spiritual effect is achieved by modulating the opacity and size of each particle using Perlin noise, creating a constant breathing sensation in the environment.

Lessons for indies: How minimalism demands maximum optimization ⚡

Hauntii demonstrates that limiting the palette to two colors does not simplify the work, but rather exposes any technical flaw. Independent developers can replicate this technique using Unity VFX Graph without needing to program shaders from scratch. The recommendation is to start with few particles (less than 5,000) and gradually increase while monitoring the framerate. The real trick lies in the design: each particle must have a visual purpose, not be noise. This is how an apparently simple style becomes a visually striking and fluid experience.

How are compute shaders implemented in Unity to generate and animate the spiritual particles that interact with the line art in Hauntii without compromising real-time performance?

(PS: a game developer is someone who spends 1000 hours making a game that people complete in 2)