Dual Reflection Expression Resource by GIT ( patreon member only )

Dual Reflection Expression Resource by GIT | JP Lee on Patreon

Iridescence Lit model improvement for URP

Iridescence Lit model improvement for URP Iridescence based thin film. Transparent refraction with distortion. Preserved Physically correct pbr based. Masking for decal printing. More learning about this? Check it my […]

程序风格化材质制作

2018 in years my presentation of definition of stylized. Written by JP.Lee心动 Tech art team leader.leegoonz@163.com 我是专门设计材质与Shader的韩国人 JP.Lee 今天想和大家分享Stylized game art 的主题 一步一步来了解一下。 Stylize是究竟是什么意思呢? Stylized纯粹的词典定义是符合某种特定一致框架的样式的意思。 那么Stylized art的定义是什么呢? 在美术层面什么是Stylized texture ,Stylizedgame […]

Advanced Skin Shader for Next-Gen Mobile games.

The fastest operating technique of the NORMAL BLUR SUB-SURFACE SCATTERING APPROACHING HOW TO… 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。 In order to check the demand of the internal art team, it is […]

Cartoon Shader Additional FX

Purpose of implementations Simple transmittance FX for toony rendering. mesh attribute based shade expression. Bloom and tone-mapped for toony rendering look-development. This character model from XRD game data not my […]

[Advanced]Anti-Tilled technique by Stochastic

以下包含对于Anti-Tilled technique 的技术理论上的内容. Unity 基于技术内容创建技术演示。 Unity3D Engine. World Machine for generation big terrain. View distance blending for vista texture. Stochastic anti-repeating visualization result. Xrp Feature result. Test type for Rocky […]

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 […]

Skin shader in Gamma Space improvement WIP.

WIP LIST. Custom Shadow color. Reflection Occlusion. Branch for Equipment. Dual Lobe specualar.

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. […]

Custom Mipmap encoding practice.

此示例不是生产级别。该示例可以在生产级别使用,但是可以通过添加更有效的功能将其升级到完整的生产级别功能。This example is not a production level.This example can be used at the production level, but it can be upgraded to a full production level function by adding more efficient […]

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。 网格地形。– 网格地形的自适应密度。– 网格地形lod + HLOD。-用于地形表面细节系统的置换网格贴花。(我制作的移动友好系统)-随机反耕技术。 详细查看Vista地形。-预烘焙的灯光舞台数据。-自适应远景地形网格物体生成。-支持一天中的时间。-距离淡出与真实地形纹理集融合。 水。-无限新世表面由Perspective空间剔除表面网格。-平面反射系统不考虑高度差。 Fully world space have 32Km X 32KmReal terrain world space have […]

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。

Journey to the west [:西遊記:]

2013年,当我担任公司的技术美术总监时,我介绍了两个人开始制作的独立游戏。我没有建立公司,但是我在良才洞Soho中心设有一个小办公室,并在与Someone合作之后进行了开发。即使有一个基准测试游戏,但制作过程却是由于这样的事实,即诞生更接近工程师。 第二天就去公司工作……这并不困难,但游戏性也是一个问题。没那么有趣。这是一个独立的游戏项目,我对缺乏乐趣感到非常兴奋,从这个过程中我收获了很多。我似乎已获得很长一段时间的报酬,但感觉不到。在开发的早期阶段,游戏本身与技术方法之间的联系非常差,而且不是很好。 可能已经过了几个月,但这是值得的。 In 2013, I introduced indie games that I started making with two acquaintances when I worked as a technical art director for a company.I didn’t build a […]

Development of three-dimensional pupil shader.

Purpose of implementations. One draw call rendering by one mesh. Supporting customization of eyeball pupil. Simple refraction FX. 开发瞳孔时,我特别重视的是,能够准确地引导出美术的最终要求。 使用前两个Mesh的方法是由美术队自制的,是消费两个Draw-Call的,没有特别的折射感,所以和美术简单讨论后使用了两个Specular,但是从实际的太阳光源的位置计算出来,其中一个是根据用户的视角计算的,即镜头视角。 我为美术提供的最终目标是Horizon Zero Dawn。 在实现过程中,我们合并了两个Draw-call,最大限度地降低了精度,消除了所有的GGX运算,只使用Normalized Blinn-Phong Specular实现。 ALU在处理折射时有所增加,但删除了依赖于PBR的某些部分,使得整体ALU比正常的PBR少了一些,实现了CustomUV,从而减少了Pixel Shader Stage计算的部分。 现在,我们使用Replection […]

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 […]

Cat Warrior Substance Package. V.1.0

This asset pack made by since 2014 When I live in Korea. It data pack have substance desinger material with related shader for Study about SD workflow. Click to image […]

How I could be simulation Display p3 Color Gamut inside Game-Engine development mode.

Author : leejungpyo@corp.netease.com First published this topic : 2021.5.10 What is this issues I was focused on now. Purpose. Basically Chinese game industry have a lot of old stuff of […]

Custom Curve Tone map generated Substance LUT.

Fully Support to Neutral tone mapper and ACES and finally Custom Curve tone map also available generation Hollywood style LUT for Substance Painter. Reference Filmic Tonemapping with Piecewise Power Curves […]

Using physical lighting units with Enlighten and UE4.(Translated topic/Extra explaining)

Original topic by Silicon Studio Japan at 2019.Additional extra declaring by JPLee at 2021. This document is written in English and added Chinese using a baidu translator.It can include a […]

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