Global Light Manager Technical Document.[Dragonheir: Silent Gods]
Provides an interface to effectively control Global Properties inside the scene. Artists control scene effects from a single interface and can save their values as .asset files after modification. 提供一个接口来有效控制场景内的全局属性。 美术师从单一界面控制场景效果,修改后可以将其值保存为.asset文件。
Light-Probe Data manager implementation [2017]
purpose of implementations. Possible to adjustment of individual probe SH out data results. Very useful interface design for artists. https://videopress.com/v/00KLI3Kd?resizeToParent=true&cover=true&autoPlay=true&controls=false&loop=true&posterUrl=https%3A%2F%2Fleegoonz.blog%2Fwp-content%2Fuploads%2F2020%2F01%2Fimage-108.png&preloadContent=auto&useAverageColor=true Video by Youku : China Only 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... Continue Reading →
[2019]GIANT NETWORKS EXPERIENCE
This is my experience at the giant network that I worked for from winter 2018 to spring 2020.
[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.
Advanced Ambient occlusion method implementation for your look-dev
Advanced Ambient occlusion method implementation for your look-dev. https://videopress.com/v/zjErLNcH?resizeToParent=true&cover=true&preloadContent=metadata Advanced Ambient occlusion Purpose: AO handling of shaders When you guys usually using URP or basic mobile hardware is very simple. When using HDRP, more sophisticated specular shielding and environment reflection shielding are performed using the AO calculation formula using bent normal. A similar effect is... Continue Reading →
Lut Bake for Substance Painter.
AUTHOR: JPLEE leegoonz@163.com I think you will understand a little bit about Tome mapping and Post Process Stack code structure by watching the previous two lectures. 看了前面两节课,我想你会对时间映射和后处理堆栈代码结构有一点了解。 Overview. After 2019, there were several requirements that I was received when communicating with the art team, and They wanted theirs rendering result after using post-processing in the... Continue Reading →
UE4 ACES Tone mapping port URP.
https://videopress.com/v/7e4i0cwK?resizeToParent=true&cover=true&autoPlay=true&loop=true&preloadContent=metadata For more information, please see my notion page. The Unity version used for training is 2021.1.18, and it was written based on the URP 11 version.用于训练的Unity版本为2021.1.18,基于URP 11版本编写。 We will try to port the ACES tone mapping used in UE4 to the Unity engine URP. Through this process, you will be able to flexibly add... Continue Reading →
Post Process Tone Mapping Editor Tweak.
Feature image copywright by https://www.racoon-artworks.de/cgbasics/tonemapping.php Purpose:This course will be given to the art department flexibility.We will try to add parameters to Neutral Tone-mapping and use editor mode.Depending on the nature of the project, try adding Fast Tone mapping, which focuses on faster operation, to the Post Process.Let's try porting Unreal Engine's Aces tone mapping to... Continue Reading →
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 to say that I didn't want to do anything too... Continue Reading →