Gran-Turismo Tonemapper Integrated and Compared look.

Compared results between ACES and Gran-turismo Tone-map applied inside UE5.1.1 This integrated method not used before tonemap or replace tonemap Which is I fully integrated inside unreal engine 5.1.1 source code via uC++ withing shader tweak.

BI-Planar Mapping

ArtStation - Bi-Planar mapping URP Deferred and Forward shader, JP Lee https://videopress.com/v/OhQY7FMp?resizeToParent=true&cover=true&autoPlay=true&loop=true&preloadContent=metadata&useAverageColor=true Complete Example here Bi-Planar Mapping GitLab | JP Lee on Patreon

Japanese manga style eye shader.

https://videopress.com/v/lhpQsNmw?resizeToParent=true&cover=true&preloadContent=metadata&useAverageColor=true

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 →

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 →

Dual Reflection Expression Resource by GIT ( patreon member only )

Dual Reflection Expression Resource by GIT | JP Lee on Patreon

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。

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