[Mobile shader] Dual Lobe GGX works
Unity3D URP Dual Lobe GGX works Dual Lobe Debug view. Single Lobe GGX.
Unity3D URP Dual Lobe GGX works Dual Lobe Debug view. Single Lobe GGX.
Stylized Shadow For China user https://www.bilibili.com/video/BV1y541187MS/
Gamma Space skin shader development. Developer : JPLeeEmail : leegoonz@163.com Website : https://leegoonz.blog/ Introduction. Recently, most of them are developed in a linear space.But in some cases … for example, […]
A description of the restoration of the glossy effect of indoor scene PBR. a fundamental cause For the Unity or Unreal engines they are currently using, the following structures are […]
Simple Jade Shader for mobile devices.
WATER SYSTEM Initialized version. OVERVIEW Water surface color variable according to camera angle of degree. Used Depth read with Fresnel angular. Remove to useless functions . Removed to Foam effect. […]
Properties 虽然还没有必要全部实现Unity3D的所有设置,如果能分阶段都实现的话是最好的。下面罗列了基本要实现的值。1.intensity Value in Runtime settings. 2.Blend Distance : Distance值根据Sky Cube或者相邻的其它 Volum box的Cubmap之间的距离来设置Blending的值。 3.Box Projection. Properties 虽然还没有必要全部实现Unity3D的所有设置,如果能分阶段都实现的话是最好的。下面罗列了基本要实现的值。1.Marmoset Engine 에서 제작 한 Local Reflection system : This solution for Unity3D version […]
从2018年开始,开始在手游中使用HDR(虽然精度只有一半)。此外,必须始终与HDR一起使用的Tone Mapping现在也开始普遍应用于手游。对于从未体验到这种环境的中国游戏研发团队来说,有一项必不可少的功能。大部分的贴图制作都是通过Substance Painter或者Substance Designer进行的,但没有在实际游戏中应用的Tone mapping处理的时候,就无法精准匹配表面反射或最终色彩。TA部门已经找到并解决了这个问题点。 Starting in 2018, we began to use HDR (although half the precision) in mobile games.In addition, Tone Mapping, which should always be applied together with […]