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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… 더 보기 »Iridescence Lit model improvement for URP
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… 더 보기 »How I could be simulation Display p3 Color Gamut inside Game-Engine development mode.
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… 더 보기 »Custom Curve Tone map generated Substance LUT.
Horizon Occlusion ( Horizon Occlusion for Normal Mapped Reflections )
Horizon Occlusion for Normal Mapped Reflections
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。
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… 더 보기 »Using physical lighting units with Enlighten and UE4.(Translated topic/Extra explaining)
Shadow Stylized Color
The color of the shadows is very important in the whole scene of the game.
Artists have direct control over the color of shadows throughout the scene, or the color and intensity of shadows on characters.