SBSAR with Matcap Rim lighting for Mobile hardware. 我将继续与Substance Unity合作,在现有的B2M之外创建一些着色器。 由于我们尚未对光的方向进行任何计算,因此根据支持的视图空间的遮罩替换了环境照明。 坦白讲,复杂的结构很困难,因为这种方法必须在较旧的移动硬件上使用。 所以我决定一起制作一个实质性的移动版本... 我们只是添加一些参数。 为了在不显着增加度量和参数的情况下减少计算量,我们基于查找纹理实现了边缘照明,然后基于边缘颜色的颜色基础构造了各种圆形渐变贴图。 我们为Invert.Y提供了一个范围来处理现有法线贴图的Y轴反转。 -1至1 ...如果创建自定义材质检查器并再次附加组件,则可以将其除以true false。 但是,这种方法很麻烦,而且无论如何都只能以-1和1的值传递给normal.y。 自从我于2007年首次开发和使用它以来,它已经针对手机游戏环境进行了修改。 从那时起,这种方法在中国已被广泛使用。
FASTEST MOBILE FAKE BRDF SKIN SHADER 2012 in years
FASTEST MOBILE FAKE BRDF SKIN SHADER This character used custom mobile skin shader.That shading theory is blend normal and sin base ambient cut out darkness attenuation. It support to all android device and ios device all even thought It just support for NVIDIA Shield game device. We some made skin shader. Our fake SSS skin... Continue Reading →
[Mobile shader] Dual Lobe GGX works
Unity3D URP Dual Lobe GGX works Dual Lobe Debug view. // Specular term half perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness); half roughness = PerceptualRoughnessToRoughness(perceptualRoughness); half a = roughness; half a2 = a*a; half d = nh * nh * (a2 - 1.h) + 1.00001h; half specularTerm = a2 / (max(0.1h, lh*lh) * (roughness + 0.5h) * (d *... Continue Reading →
Stylized Shadow
Stylized Shadow https://videopress.com/v/M9244l26?preloadContent=metadata For China user https://www.bilibili.com/video/BV1y541187MS/
A description of the restoration of the glossy effect of indoor scene PBR.
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 taken. There is a technique called Indirect GI in unity and a lighting bake in unreal engines that states Stationary. In general, both of these... Continue Reading →
Local Reflection bake system
Volume Box Create to box volume of the Local area setting 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 4.X with 5.x 2.Included Source code. 为了进行Capture测试,在放中间放了一个球来确认。 为了进行Capture测试,在放中间放了一个球来确认。 在部分已经应用了局部反射的状态下进行的测试。 在部分已经应用了局部反射的状态下进行的测试。 必须使用局部反射的例子。(如果在之前的系统的话,在这里会反射出室外天空的)
ACES MATCHING SHADER FOR SUBSTANCE DESIGNER
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 HDR, is now commonplace in mobile games.There are some features that must be provided to Chinese game developers who have not encountered this environment.If you're... Continue Reading →
UE4 PBR TO SUBSTANCE PAINTER SHADER
•pbr-metal-rough : Unreal Engine 4 PC •pbr-metal-rough-legacy-mobile : Unreal Engine 4.19 Mobile •pbr-metal-rough-mobile : Unreal Engine 4.20 Mobile 这是为艺术家开发的Substance-Painter Shader。如果您在项目中工作时修改了着色器,那么对艺术家来说是个好主意。