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[2022]BYTEDANCE EXPERIENCE

I joined the game division Nuverse in 2021.Now I am involved in the development of two multiplatform games.Both projects are new yet unreleased projects. One of project Coming soon. Dragonheir: Silent Gods Dragonheir: Silent Gods on Steam (steampowered.com) IN DEVELOPMENT DEMO

Created a guide sample for using lighting for artists.

There is a part that I often feel when I work for a company.
The quality of the character design and the completeness of the original data are also important, but the final rendering quality that the user sees at the end is also very important.

Light-Probe Data manager implementation [2017]

purpose of implementations. Light Probe data具有在lightAsset中以二进制形式存储的特性。此外,将根据最后一个场景中的信息Replace所有合并的场景的Light Probe信息。解决这一问题的基本方法是TextAsset里单独存储,每个Chunk分别进行管理。此外,还可以实现编辑器扩展,以允许美术团队修改SH细节值。 Light Probe data has the property of being stored as binary in lightAsset.It will also replace the light probe information of all merged scenes based on the information of the last scene.The basic way to solve this problem… 더 보기 »Light-Probe Data manager implementation [2017]

[2015][2020]NETEASE GAME EXPERIENCE

This is an introduction to the projects I participated in while working for Netease.
It includes an introductory video for each project and an explanation of my job position.

Stylized toon Urp update.

草稿日期。2021년 7월 13일. Preface After leaving the company after a long time, I am going to research some rendering techniques and post them on Github. By writing this pages, I think I will be able to remind myself of my old memories. So… I want… 더 보기 »Stylized toon Urp update.

Advanced Skin Shader for Next-Gen Mobile games.

处理角色渲染时,通常会听到许多有关SSS效果的信息。
通常,移动游戏开发环境不常使用Normal Blur Sub-Surface技术的原因是,因为Normal纹理的Mip-Map需要使用DDX、DDY或Gaussian Blur进行实时Blur处理。
现在,内容将介绍预处理实时处理部分的想法步骤。

Look dev material preview project initializing demonstration for unity.

Sync camera for game view with scene view and hot to setting up for. demonstration for use to Free camera navigation when play to game view. Setting up for ACES protocol When working on Look-dev with filmic tone mapping like aces I have presented sRGB… 더 보기 »Look dev material preview project initializing demonstration for unity.

Dual Specular IBL demonstration.

When I set up the lighting, I think I want to control the reflection expression of golden armor or metallic independently of the ambient light. By modifying the Specular IBL and Custom Specular IBL created from SkyIBL in the shader, you can understand how the material expression can be further enhanced.

Synopsis of Helinesia

*Cat god race Eight cats that survived the first disaster gain mysterious powers to become eight heroes, and descendants prospered by them to form a civilization in land of Helynesia. 在第一次灾难中幸存的八只猫获得了神秘的力量,成为了八位英雄,而后代则在此后的繁荣中在赫里尼西亚地区形成了文明。 *8 cats (8 heroes) 8只猫(8位英雄) Gionas + Remy (ancestor of the Glix family) (Glix家族的祖先)… 더 보기 »Synopsis of Helinesia

More Realistic eyeball approach for Mobile visualization.

It is fully optimized for mobile game rendering.The PBR lighting model was not used for.Using the BlinnPhong Approximation based on the energy conservation formula.Parallax mapping with directivity is used.The artist can control the direction of the highlight regardless of the angle of the sun, and… 더 보기 »More Realistic eyeball approach for Mobile visualization.

X2M mobile mmo rpg

整个世界的空间为32 Km X 32 Km
真实地形世界空间为16Km x 16Km

运行时包括Light Probe SH数据流时完全流式处理(内部开发)。

远近阴影处理。
-VariableShadow,Distance ShadowMap(将视差阴影缓存视为纹理数组)
-阴影卷代理网格系统。

UE4 PBR TO SUBSTANCE PAINTER SHADER

•pbr-metal-rough : Unreal Engine 4 PC •pbr-metal-rough-legacy-mobile : Unreal Engine 4.19 Mobile •pbr-metal-rough-mobile : Unreal Engine 4.20 Mobile 这是为艺术家开发的Substance-Painter Shader。如果您在项目中工作时修改了着色器,那么对艺术家来说是个好主意。

DUAL PARABOLIC MAT-CAP

Purpose of implementation. I was used screen space light texture technique (matcap or light-cap) since from 2006 in years.And then my new stuff of new matcap technique (I called dual matcap technique) since by 2015 in years When I developed android mobile game in Korea.Basically… 더 보기 »DUAL PARABOLIC MAT-CAP

Development of three-dimensional pupil shader.

Purpose of implementations.

One draw call rendering by one mesh.

Supporting customization of eyeball pupil.

Simple refraction FX.

Energy conserved specular blinn-phong.

Energy conserved specular blinn-phong implementation record Elements of Implementations Energy conserved diffuse with specular. Physically based Fresnel. Environments Reflectance. Ambient lighting adjustment controller. Energy conserved diffuse with specular. about energy conserved specular. Energy conserved experimental code block. Simulate of Specular Reflectance

The Fog of Random 翻译版 [Translation topic]

I’ve found good topic about dev experience from Original Post https://agentlien.github.io/fog/ so I was translation to Korean and Chinese version.

Thanks agentlien.

Aim For The Highest in 2022

I joined ByteDance on December 1, 2021.The studio was not yet mature, but the experience of the colleagues was very rich and it was a very good team with various experiences. Maybe that’s why… It’s been 6 months since I joined the company, and I… 더 보기 »Aim For The Highest in 2022

Tone-mapping assessment guide.

Three tone-mapping functions are added and evaluated. This assessment is for characterization purposes only and is not a guide to best practices.

BI-Planar Mapping

ArtStation – Bi-Planar mapping URP Deferred and Forward shader, JP Lee Complete Example here Bi-Planar Mapping GitLab | JP Lee on Patreon

Snow Cover with Multiple Blend Shader Practice.[2017]

这些是根据其他美术团队的需求开发shader的实验品。

Shader development prototypes according to the demand of other art teams.

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