Categories
shader

toon Shader Additional FX

Purpose of implementations

  • Simple transmittance FX for toony rendering.
  • mesh attribute based shade expression.
  • Bloom and tone-mapped for toony rendering look-development.

This character model from XRD game data not my own works.
这个来自XRD游戏数据的角色模型不是我自己的作品。


左边是一般的Cartoon rendering。

右边显示的是接近于最近日本动画色调的渲染结果。

虽然美术们认为Tone Mapping主要用于具有真实效果的渲染效果中,但是在最近制作的日本动画渲染技巧下,即使是2D,也往往会使用HDR的情况很多。根据这种趋势,使用Tone Mapping、Bloom和Exposure方法,会得到更有高级感的产物。

最近在日本动漫中甚至还出现了使用Reflection Mapping的情况。

Left is a typical Cartoon rendering.

The right side renders closer to the more recent Japanese animation tones the results are shown.

Most artists think that Tone Mapping is only used for realistic renderings, but even if you look at the recent Japanese animation rendering techniques, it is often 2D, but HDR is used. You can get a more luxurious result.In recent Japanese animations, reflection mapping may be used.

Light Transmitted scatter Shadow Color.

When the character is back-lit, the light is transmitted through the light direction and the depth value deliberately set.Light Transmitted scatter Shadow Color.


从光线进入的方向开始,亮的一边轮廓越薄,越往暗处就会越厚。

它被称为Light Space Outline,但仅仅使用贴图信息控制的话会缺乏空间感,因此追加实现。

From the direction the light comes in, the lighter outline becomes thicker and thinner toward the darker side.It’s called Light Space Outline, but it lacks the space to control texture information alone.

None light-space outline
light-space outline

太平面的卡通shader会看起来像以前的方法,但是通过调整NL和NV,获取信息,最后修正照明模型。
明亮的头发部分的头发产生体积感,阴影部分也会产生不显眼的体积感。

Too flat cartoon shaders look a bit like an old technique, where N〮L and N〮V are transformed to capture information and finally modify the lighting model.Looking at the hair on the bright side, the volume was created, and the shadowed area was not too unobtrusive.

code block

This is a comparison of before and after.

太平面的卡通shader会看起来像以前的方法,但是通过调整NL和NV,获取信息,最后修正照明模型。
明亮的头发部分的头发产生体积感,阴影部分也会产生不显眼的体积感。

Before and After

Categories
shader

Cloth micro fuzz scatter shader for unity3D URP 8.3.1

Categories
shader

GEOMETRICAL SPECULAR ANTI ALIASING FOR URP

Categories
shader

URP 8.3.1 Shadow Mask integration Lib.

https://github.com/leegoonz/urp8.3_ShadowMask

Categories
shader

[WIP]pxrDisney for Substance Painter integration

Clear-Coat compare
Categories
shader

[WIP]Mobile Hair rendering.

Categories
shader

Self shadow enabled Transparent object.

Categories
shader

Lookdev environment scene creation for mobile game.

I am setting up a look-dev scene for the development team while doing mobile rendering processing for a Japanese parent company, not a company. It is not a light theme because it is a standard rendering scene.

我正在为开发团队设置look-dev场景,同时为日本母公司而不是公司进行移动渲染处理。 这不是轻主题,因为它是标准渲染场景。

LOOK DEV MATERIAL PREVIEW PROJECT INITIALIZING DEMONSTRATION FOR UNITY.

Sync camera for game view with scene view and hot to setting up for.

demonstration for use to Free camera navigation when play to game view.

Setting up for ACES protocol When working on Look-dev with filmic tone mapping like aces I have presented sRGB to ACEScg for correctly working on look dev with modern pbr rendering.

Categories
shader

[Update]Stylized Eyeball shader for mobile.

Categories
shader

[Advanced]Anti-Tilled technique by Stochastic

以下包含对于Anti-Tilled technique 的技术理论上的内容.

Unity 基于技术内容创建技术演示。

Unity3D Engine.

World Machine for generation big terrain.

View distance blending for vista texture.

Stochastic anti-repeating visualization result.

Xrp Feature result.

Test type for Rocky Ground texture.

(Before : LEFT , After : Right)

Example of Unlit.

Grass field

活用篇.

此 Feature 使 ALU 数量增加近 15 个。
但是,此功能通常使用 LOD1 的 LOD2 着色器。
一般来说,近距离时不会产生重复的视觉感觉,因为当与相机的距离超过50米时,主要会出现重复的感觉。
审查并应用整个 Velod。
对于地形,混合 4 张纹理的情况很常见,在某些情况下,有时混合到 7 或 8 张,但此功能仅在性能方面不是一大问题,因为它仅在 Vista map 的上一步运行,因此性能方面不是一大问题。

Vista-Map visual explaining demo preview.

1, Bake Light-Stage data into the BaseMap as Vista view texture.

2. Debug Tiling texture set to Layer0 texture phase.

3. Simply test via Vertex position depth fade through Camera near and far.

Only tested based on Unlit.
Vista map has used to pre-baked light-stage by Vray offline renderer basically.

地形的纹理图层结构和改进方法的说明。

Implemented refer to