VECTOR REJECTION DERIVATION Written by JP.Lee心动的 Technical Art team leader. VECTOR REJECTION 制作 Vector Rejection 函数。 Shader forge 里有 Vector rejection 内置函数。 但是 Amplify shader editor 里没有,所以要用 Custom expression 制作 my Vector rejection function 来使用。https://en.wikipedia.org/wiki/Vector_projectionen.wikipedia.org Vector projection formula (向量投影公式) 2D vector 投影公式。 Vector投影是两个Vector中的一个投影(投射)到另一Vector上。 这里说的投影是什么意思呢? 从Vector的观点来看,是把一个Vector移到另一个Vector表现出来。 可以简单的比喻成影子。在外面我们可以看到阳光照射在我们身上产生的影子。 如果我们的身体是Vector a 地面是Vector b,影子就是投影到b上的a。 假设阳光跟地面是直角。(通常叫直交投影) Vector Rejection a2 是从Vector a... Continue Reading →
Create maxscript threads by separating them
Create maxscript threads by separating them
[Mobile shader] Dual Lobe GGX works
Unity3D URP Dual Lobe GGX works Dual Lobe Debug view. // Specular term half perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness); half roughness = PerceptualRoughnessToRoughness(perceptualRoughness); half a = roughness; half a2 = a*a; half d = nh * nh * (a2 - 1.h) + 1.00001h; half specularTerm = a2 / (max(0.1h, lh*lh) * (roughness + 0.5h) * (d *... Continue Reading →
Stylized Shadow
Stylized Shadow https://videopress.com/v/M9244l26?preloadContent=metadata For China user https://www.bilibili.com/video/BV1y541187MS/
Stylized toon Urp update.
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 to say that I didn't want to do anything too difficult from the... Continue Reading →
通过新的任天堂Switch模式了解CPU、GPU和温度状态
通过新的任天堂Switch模式确定CPU,GPU和温度状态 Writing by JP.Lee Nintendo Switch是任天堂开发的小型游戏机。 我认为,作为纯游戏用途的Nintendo Switch卖得好的原因是比智能手机小,易于操作,并且还支持Wi-Fi,因此可以多重博弈。 任天堂 Switch的配置和规格如下。 可以说,现有的iphone11顶级版本或者iPad Pro第三代的性能与任天堂Switch相似。 但是我个人认为,任天堂Switch具有专注于游戏性的内部设计结构,所以更优秀一点。 此外,安装在扩展坞的时候和手持式状态的优化系统也非常优秀。 * CPU : NVIDIA TEGRA X1+ T210B01 * GPU : NVIDIA GM20B * RAM : LPDDR4X SDRAM 4GB * 网络 : 2.4GHz/5GHz支持至802.11ac。 蓝牙 4.0 Tegra X1 & X1+ (T210 / T210B01) Part NumberT210 (X1)T210B01 (X1+)CPUARM Cortex-A57 MP4 1.9 GHz + ARM... Continue Reading →
Toon 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 own works. 这个来自XRD游戏数据的角色模型不是我自己的作品。 https://videopress.com/v/j3U1bDo1?resizeToParent=true&cover=true&preloadContent=metadata 左边是一般的Cartoon rendering。 右边显示的是接近于最近日本动画色调的渲染结果。 虽然美术们认为Tone Mapping主要用于具有真实效果的渲染效果中,但是在最近制作的日本动画渲染技巧下,即使是2D,也往往会使用HDR的情况很多。根据这种趋势,使用Tone Mapping、Bloom和Exposure方法,会得到更有高级感的产物。 最近在日本动漫中甚至还出现了使用Reflection Mapping的情况。 Left is a typical Cartoon rendering. The right side renders closer to the... Continue Reading →
Create and apply virtual lighting vectors.
Create and apply virtual lighting vectors. JP.LeeSummary. When working on demand related to mobile game rendering, it is often impossible to perform complex lighting processing due to hardware performance.However, artists' demand continues to increase.In particular, there are times when it is necessary to correct information that has been subjected to static lighting (BakedLighting).I'm going to... Continue Reading →