https://vimeo.com/570836237 This video need passcode If you watching.
2019 GIANT INTERACTIVE INNER TECH TALK PPT SCREEN-CAM
This content is a brief summary of part of the mobile MMORPG development process from 2018 to early 2019. 本内容是对2018年至2019年初移动MMORPG部分发展历程的简要总结。 NEED VPN IF YOU LIVE IN MAINLAND OF CHINA https://vimeo.com/570601503 Passcode : Asking to JP.Lee
Temporaly Hair lookdev Document.
Texture Set norm. Cleaned up the interface for Texture Channels.
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. https://www.youtube.com/watch?v=7oEAGVWTJjE&t=2s
Horizon Occlusion ( Horizon Occlusion for Normal Mapped Reflections )
Horizon Occlusion for Normal Mapped Reflections When rendering reflective surfaces with normal maps, something often goes wrong. With just about any normal map this happens quite a bit - the reflection vector ends up pointing behind the surface being rendered. If this vector is then used for shading, a surface can end up receiving light that should... Continue Reading →
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。
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.
Texel density complexity viewer.
Texel density complexity viewer.
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 IBL and Custom Specular IBL created from SkyIBL in the shader, you can understand how the material expression can be further enhanced.