Development of three-dimensional pupil shader.
Purpose of implementations.
One draw call rendering by one mesh.
Supporting customization of eyeball pupil.
Simple refraction FX.
Purpose of implementations.
One draw call rendering by one mesh.
Supporting customization of eyeball pupil.
Simple refraction FX.
Summary. This example presents, creates, and practices how the artists can control the texture size of the desired texture pass… 더 보기 »Document size independent texture size control.
I shared the Unity shader code we made in 2018.
I remember using a Surface Shader at that time because it was a time when a Built-In pipeline was used.
Still, I think you can check the part that I thought was the key in the code below.
•pbr-metal-rough : Unreal Engine 4 PC •pbr-metal-rough-legacy-mobile : Unreal Engine 4.19 Mobile •pbr-metal-rough-mobile : Unreal Engine 4.20 Mobile 这是为艺术家开发的Substance-Painter Shader。如果您在项目中工作时修改了着色器,那么对艺术家来说是个好主意。
这些是根据其他美术团队的需求开发shader的实验品。
Shader development prototypes according to the demand of other art teams.
Shader Layout 着色器布局 Ground , Building , Skin , etc… “尽可能整合各种目的的Shader。把Shader编译容量降为最低。Ground , Building , Skin , etc…” Ground , Building,Skin shaderGlobal Foliage ,Cloth with armor
Baked lighting. First approached since by 2016 in years at Netease. This basic idea is to use the light source… 더 보기 »Concept of Lighting Node:Substance Designer
Late version of monthly report at the April to august 2016 in years. It is an old monthly document that… 더 보기 »dev-log 2016 in years at 网易
1. 首先,拿现在的PM02美术资源先会做个技术demo,之后我们再来听取美术们的意见,就不先直接解释技术了。
1-1 明确检讨技术以及性能层面。
1-1-1. 明确确认是Hardware sRGB Linear Space Rendering还是单纯在Shader里面处理。