중국에 거주하다보니 집에 SVN 서버를 직접 설립하기 힘들었다.인터넷 회사에서 제공한 공유기의 계정도 모를뿐더러 모두 중국어로 되어 있기 때문에 DDNS 를 빌드하는것도 여간 힘든것이 아니다. 그래서 생각 끝에 전세계 어디에 내가 있더라도 프로젝트를 동기화 하며 중국의 보안 방어막의 영향을 안받는 서비스를 찾았다. 중국에서는 마이크로소프트가 구글이나 아마존에 비해 중국만리장성 파이어월의 영향을 받지않는다. 일시적으로 생성되는 파일들 그러니까 케시파일이날... Continue Reading →
Disable to bUseUnityBuild even building to UE4 source-code.
<?xml version="1.0" encoding="utf-8" ?> <Configuration xmlns="https://www.unrealengine.com/BuildConfiguration"> <BuildConfiguration> <bUseUnityBuild>false</bUseUnityBuild> <bUsePCHFiles>false</bUsePCHFiles> </BuildConfiguration> </Configuration> BuildConfiguration Download bUseUnityBuildWhether to unify C++ code into larger files for faster compilation. bForceUnityBuildWhether to force C++ source files to be combined into larger files for faster compilation. bUseAdaptiveUnityBuildUse a heuristic to determine which files are currently being iterated on and exclude them from... Continue Reading →
Custom normal texture encoding function creation How to.
Custom normal texture encoding function creation How to. When creating a mobile game, you encounter a number of problems. In addition to Draw-Call, which is one of the most common CPUs, texture fetching occurs frequently. When trying to optimize, even experienced artists have heard this part to some extent, so they try not to make... Continue Reading →
Custom normal texture encoding function creation How to. (Korean Version)
Custom normal texture encoding function creation How to. 모바일 게임을 제작 하다 보면 여러가지 문제점을 만나게 된다. 그 중에서 하나 대표적인 것인 CPU 에서 빈번하게 발생 하게 되는 Draw-Call 이외에도 Texture fetching 이 빈번하게 발생 하는 부분이다. 최적화를 하다 보면 경력자 아티스트도 이 부분을 어느정도 들은 적이 있기 때문에 최대한 Sampler 를 많이 만들지 않으려고... Continue Reading →
Gamma Space skin shader development.
Developer: JPLee Email: leegoonz@163.com JP Lee | creating Game | Patreon Unity Version. Rendering pipeline: Standard RP. Summary. Most of the latest game development is produced in a linear space. However, I had to develop it in an environment that uses gamma space at the request of someone. His game was not a game with... Continue Reading →
Installing MaterialX Substance Designer Beta Plug-in.
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Substance Painter Shader Guide part 3. – Adding to Gaussian Blur9
Summary. What you're practicing in this post may be helpful when implementing a skin shader in the next.The goal is to understand the depth of each content by first implementing it individually rather than connecting all the function implementations. .Again, use pbr-metal-roughness.glsl, open the shader code and add the bool variable as shown below. //--------... Continue Reading →
Substance Painter Shader Guide part 2. – Adding to custom structure.
By implementing Alexa LogC converters (El 1000) inside the Substance Painter Shader, we will learn how to build a structure and directly declare the data type using the structure. Usually, you can think of LogC as Alexa LogC. Alexa Color Processing documents define:Logarithmic Encoded DataLog C (film matrix off)The Log C curve was first introduced... Continue Reading →
URP BoatAttack URP Research Report – Part3-Quantization(量化)Process
URP BoatAttack URP Research Report - Part3-Quantization(量化)Process Origianl Resources from Unity3D with Unity Korea. Documents Organizing by JP.Leeleegoonz@163.com summary. We analyze the features used for the rendering of the sea surface.The Unity version uses 2019.3.7.The sea implementation system has four major parts. A sea mesh that is quantized for moves along the camera. Sea mesh... Continue Reading →
URP BoatAttack URP Research Report – Part 2 – Gerstner Wave
Original Resources from Unity3D with Unity Korea. Documents Organizing by JP.Leeleegoonz@163.com summary. We analyze the features used for the rendering of the sea surface. The Unity version uses 2019.3.7. The sea implementation system has four major parts. A sea mesh that is quantized for moves along with the camera. Be careful points when integrating Packages... Continue Reading →