BI-Planar Mapping
ArtStation – Bi-Planar mapping URP Deferred and Forward shader, JP Lee Complete Example here Bi-Planar Mapping GitLab | JP Lee… 더 보기 »BI-Planar Mapping
ArtStation – Bi-Planar mapping URP Deferred and Forward shader, JP Lee Complete Example here Bi-Planar Mapping GitLab | JP Lee… 더 보기 »BI-Planar Mapping
Advanced Ambient occlusion method implementation for your look-dev. Advanced Ambient occlusion Purpose: AO handling of shaders When you guys usually… 더 보기 »Advanced Ambient occlusion method implementation for your look-dev
Purpose:This course will be given to the art department flexibility.We will try to add parameters to Neutral Tone-mapping and use… 더 보기 »Post Process Tone Mapping Editor Tweak.
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。