[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... Continue Reading →

Look dev material preview project initializing demonstration for unity.

https://videopress.com/v/0gkqDpvo?preloadContent=metadata 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... Continue Reading →

Skin shader in Gamma Space improvement WIP.

WIP LIST. Custom Shadow color.Reflection Occlusion.Branch for Equipment.Dual Lobe specualar.

More Realistic eyeball approach for Mobile visualization.

It is fully optimized for mobile game rendering.The PBR lighting model was not used for.Using the BlinnPhong Approximation based on the energy conservation formula.Parallax mapping with directivity is used.The artist can control the direction of the highlight regardless of the angle of the sun, and the intensity of the highlight is automatically corrected in the... Continue Reading →

(WIP) Stylized Toon ver.0.7

Written by JP.Lee心动的 Technical Art team leader.Former Allegorithmic Adobe Lead technical Artist.Former Netease Technical art director at HZ.Former Samsung Electronics R&D Center Technical Artist and Researcher. Most of my time since I left the company has been devoted to Stylized Shading research. This is because most of the company's projects are either cartoon rendering or... Continue Reading →

Extra technique for Skin shader by URP

Dual Lobe BeckMann half3 DirectBDRFXD(BRDFData brdfData, BRDFDataXD brdfDataXD, half3 normalWS, half3 lightDirectionWS, half3 viewDirectionWS,half mask) { #ifndef _SPECULARHIGHLIGHTS_OFF float3 halfDir = SafeNormalize(float3(lightDirectionWS) + float3(viewDirectionWS)); float NoH = saturate(dot(normalWS, halfDir)); half LoH = saturate(dot(lightDirectionWS, halfDir)); float d = NoH * NoH * brdfData.roughness2MinusOne + 1.00001f; half nv = saturate(dot(normalWS,lightDirectionWS)); half LoH2 = LoH * LoH; float... Continue Reading →

Anti-Tilled technique by Stochastic

Solution researcher : JP Explore ways to reduce the appearance of far-ground floor texture repetitions as clearly as possible.Technology that can be used on top level mobile hardware or primarily for the PC version. Stochastic MethodPS ALU : 204 Applied this method belowEvaluate count of instructor. Standard MethodPS ALU : 172 conclusion. 2 or 3... Continue Reading →

ACES MATCHING SHADER FOR SUBSTANCE DESIGNER

IDT ODT Simulated ACES UE4 log Tone-Mapped SD的旧版本不具有ACES色彩配置文件功能,因此我自己制作。 之后,我们与总部开发团队进行了沟通,并将OpenColor IO正式添加到SD,并将ACES Tonemapping添加到Render节点。

Customized Unity Standard mobile PBR from 2018

Change issued. Environment reflection method used by UE4. Some reflect approximation method has optimized friendly performance of mobile. Huge reduce to texture sampler counts. AO map generated used from height data with simple math. https://youtu.be/VXH8r0BFdmU

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