Autopsy Simulator: Advanced Cadaver Systems and Forensic Visualization

Behind the scenes of our technical art work for Autopsy Only Mode—procedural wound systems, advanced shaders, and anatomically accurate modeling

Written by Yarrawah Team
6 min read

Forensic pathology meets cutting-edge real-time rendering. We’re excited to share our work on Autopsy Simulator, specifically our asset production for the game’s Autopsy Only Mode—a detailed forensic examination experience requiring anatomical accuracy, dynamic injury visualization, and sophisticated material systems.

The Challenge

Autopsy Simulator needed cadaver models that could represent unlimited injury variations while maintaining medical accuracy. The constraints were clear:

Requirements:

  • Four unique cadaver models with distinct characteristics
  • Support for 30+ injury types (bruising, lacerations, gunshots, burns, decomposition)
  • Dynamic wound blending allowing unlimited combinations
  • Realistic organ visualization with pathological variations
  • Performance optimization for real-time interaction
  • Memory-efficient material systems within Unity’s technical limits

The solution required pushing Unity’s shader capabilities to their limits.

Our Approach

We developed three complete cadaver models (OldMan, Seth, and Addict) with a fourth partially complete. Each model features:

Anatomical Accuracy

Working from medical reference materials and consulting with forensic experts, we ensured accurate:

  • Body proportions and musculature
  • Subcutaneous tissue definition
  • Organ placement and scale
  • Realistic skin material properties
  • Age-appropriate physical characteristics

Advanced Shader Architecture

The heart of the system is our M_Skin_Blend master shader with SG_WoundBlend subgraph supporting four independent wound layers.

The Technical Problem

Unity’s 16 texture sampler limitation presented a significant challenge. With 4 wound layers, each requiring BaseColor, Normal, and Mask textures, we needed 12 texture samples just for wounds—plus base skin textures, leaving no headroom for additional detail.

The Solution

Runtime texture array generation. By packing multiple textures into indexed arrays, we reduced sampler count while maintaining full wound variation:

Per Character Material:

  • BaseColor Array: RGBA color variations for wound states
  • Normal Map Array: RGB tangent-space normals for surface detail
  • Mask Array: Single-channel masks controlling blend regions

Example Complexity:

  • OldMan character: 9 texture arrays (3 material sets)
  • Addict character: 12 texture arrays (4 material sets)

Four-Layer Blending System

Each wound layer supports independent control through RGBA vector parameters:

Layer Controls:

  • Mask Intensity: Blend strength per layer
  • Normal Intensity: Surface detail prominence (default: 6.76, 1, 1, 1.24)
  • Saturation: Per-layer color saturation (default: 1.97, 2, 1, 1.54)
  • Hue Shift: Independent color shifting in degrees (default: 2.12, 36.6, 1, 37.67)
  • Power: Contrast and falloff control (default: 2, 0.78, 1, 0.06)
  • Divide: Fine-tuning with negative value support for inversion
  • Global Intensity: Master strength control (default: -30.48, 20.28, 1, -16.15)

This parameter-driven approach allows unlimited wound combinations from a finite texture set—essential for creating unique cases in procedural forensic scenarios.

Injury Visualization

We created 30+ distinct injury textures representing:

Trauma Types

  • Blunt Force: Multiple stages from fresh to healing bruises
  • Lacerations: Clean cuts to ragged tears
  • Gunshot Wounds: Entry and exit wound variations
  • Burns: First through third-degree thermal damage
  • Decomposition: Progressive tissue breakdown states
  • Infections: Sepsis and localized infection visualization

Material Blending

The shader’s multi-layer approach enables realistic injury stacking:

  • Bruising under lacerations
  • Burns with infection
  • Decomposition affecting wound edges
  • Multiple impact sites on single cadaver

This creates authentic forensic presentations where injuries tell stories about cause and timeline of death.

Organ Retexturing

Beyond external injuries, we created detailed organ retextures with pathological variations:

Organ Systems:

  • Brain: Hemorrhage, trauma, stroke damage
  • Heart: Burnt tissue, discoloration, infarction
  • Liver: Lacerations, cirrhosis, fatty deposits
  • Lungs: Healthy, infected, hemorrhaged, pulmonary fibrosis variants
  • Trachea: Swelling, damage, constriction

Each organ features:

  • Physically-based materials for realistic lighting
  • Multiple disease states
  • Accurate color and texture representation
  • Optimized geometry for performance

UI & Tutorial Systems

Supporting the simulation, we created comprehensive tutorial board graphics:

Autopsy Workflow Visualization

Complete procedure breakdown showing:

  • Preparation: Gloves, apron, case file review
  • Documentation: Photography, hand tests, UV examination
  • Analysis: Sample collection, microscope work
  • Examination: Saw usage, organ extraction, brain removal
  • Completion: Suturing and final procedures

Individual Asset Design

  • 20+ tutorial board icons with consistent visual style
  • Clear, instructional graphics for complex procedures
  • Integration with in-game UI systems
  • Scalable designs for different screen resolutions

Performance Optimization

Maintaining 60fps during detailed cadaver examination required careful optimization:

Strategies Employed:

  • Runtime texture array generation reduces memory footprint
  • Single SG_WoundBlend subgraph reused across all layers
  • Texture array approach stays under Unity’s sampler limits
  • Procedural blending reduces unique texture requirements
  • LOD systems for distant cadaver viewing
  • Efficient normal map compression

The result: full-detail cadavers with unlimited wound variations running smoothly on mid-range hardware.

Technical Demonstrations

We created demonstration videos showcasing:

Rigging & Blendshapes

  • Facial expression systems for realistic death positioning
  • Body pose flexibility for examination table placement
  • Blend shapes for cutting procedures and organ extraction
  • Smooth deformation during interactive manipulation

Runtime Systems

  • Real-time wound application and blending
  • Dynamic lighting on organic materials
  • Material parameter adjustments for forensic detail
  • Performance profiling showing optimization effectiveness

Lessons Learned

This project pushed our technical art capabilities:

Shader Development

Working within Unity’s constraints required creative problem-solving. The texture array solution emerged from necessity but proved more flexible than traditional approaches.

Medical Accuracy

Balancing anatomical precision with gameplay needs required constant iteration. Too realistic risked discomfort; too stylized lost educational value.

Procedural Systems

Parameter-driven wound generation proved essential. Manual creation of 30+ wound combinations would have been unmanageable.

Optimization

Real-time medical simulation demands performance optimization usually reserved for AAA action games. Every texture, every shader instruction mattered.

Impact on Development Workflow

The systems created for Autopsy Simulator have applications beyond medical simulation:

Transferable Tech:

  • Multi-layer material blending for character customization
  • Procedural detail systems for reducing texture budgets
  • Texture array workflows for complex material needs
  • Anatomically-informed character creation processes

What’s Next

While our work on Autopsy Only Mode is complete, the techniques developed continue influencing our projects:

  • Enhanced character customization systems
  • Improved material workflows for organic surfaces
  • Advanced shader systems for other technical challenges
  • Refined asset pipelines for complex projects

Try It Yourself

Autopsy Simulator is available now, featuring our cadaver systems and forensic visualization work. It’s a unique blend of educational content and detailed simulation.

Wishlist on Steam

Technical Deep Dive

For developers interested in our shader approach, we’ve shared technical breakdowns:

Shader Architecture

Our material setup balances flexibility with performance:

M_Skin_Blend (Master Shader)
├── Base Skin Properties
├── SG_WoundBlend Layer 1
├── SG_WoundBlend Layer 2
├── SG_WoundBlend Layer 3
└── SG_WoundBlend Layer 4

Each SG_WoundBlend instance accesses the same texture arrays with different indices, sharing resources while maintaining independence.

Parameter Organization

RGBA vector parameters allow simultaneous four-layer control through single parameters:

  • Easier inspector management
  • Simpler animation of wound changes
  • Reduced parameter count
  • Batch modification capabilities

Texture Array Generation

Runtime generation allows flexibility:

  • Add new wound textures without shader recompilation
  • Swap texture sets for different characters
  • Modular wound library across projects
  • Version control friendly (separate textures from shader logic)

Industry Applications

While created for forensic simulation, these techniques apply broadly:

Medical Training:

  • Patient examination simulators
  • Surgical training applications
  • Anatomy education tools

Game Development:

  • Survival horror character damage
  • Combat injury visualization
  • Character customization systems
  • Creature design with variant detail

Virtual Production:

  • Makeup and prosthetic previz
  • Medical drama production tools
  • VFX reference creation

Closing Thoughts

Autopsy Simulator pushed our technical art capabilities into new territory. The combination of medical accuracy requirements, technical constraints, and performance demands resulted in systems we’re genuinely proud of.

More importantly, this project demonstrates our commitment to tackling unique technical challenges. Whether it’s forensic simulation, weapon systems for FPS games, or environmental assets for exploration titles, we bring the same level of technical rigor and creative problem-solving.


See Our Work: Autopsy Simulator Project Page

View More Projects: Portfolio

Technical Questions? Get in Touch

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