Feature List Floor reflection shader that seems like planar mirror reflection.UV based fake depth fade of reflection added. https://videopress.com/v/PuVkPrRL?autoPlay=true&controls=false&loop=true&preloadContent=metadata Source code here Click to go Git-hub Code Snippet below float node_8816 = (sceneUVs.r+_ReflectionCoordinater); float2 node_2055 = (float2(sceneUVs.r,sceneUVs.g)+(float2(node_8816,node_8816)*(float2(_normal_var.r,_normal_var.g)*_NormalJitter))); half4 _ReflectionTex_var = tex2D(_ReflectionTex,node_2055); fixed3 FlatMirror = ((_ReflectionTex_var.rgb+(pow((1.0 - lerp( _ReflectionTex_var.rgb.g, _ReflectionTex_var.rgb.r, _ChannelSwap )),exp2(_ReflectionBrightSubScale))*_ReflectionBrightSubScale))*_ReflectionsIntensity); half Fresnel = dot(pow(1.0-max(0,dot(normalDirection,... Continue Reading →
Light-Probe Data manager implementation
purpose of implementations. Possible to adjustment of individual probe SH out data results.Very useful interface design for artists. https://videopress.com/v/00KLI3Kd?autoPlay=true&controls=false&loop=true&posterUrl=https%3A%2F%2Fleegoonzblog.files.wordpress.com%2F2020%2F01%2Fimage-108.png&preloadContent=auto Video by Youku : China Only Light Probe data具有在lightAsset中以二进制形式存储的特性。此外,将根据最后一个场景中的信息Replace所有合并的场景的Light Probe信息。解决这一问题的基本方法是TextAsset里单独存储,每个Chunk分别进行管理。此外,还可以实现编辑器扩展,以允许美术团队修改SH细节值。 Light Probe data has the property of being stored as binary in lightAsset.It will also replace the light probe information of all merged scenes based on... Continue Reading →
Virtual back lighting method test
Purpose of implementations. Avoiding increasing draw-call. 这是手机游戏预览的真实预览。 https://videopress.com/v/30i13sJ5?autoPlay=true&controls=false&loop=true&preloadContent=metadata #if USE_SECOND_DIRECTIONAL_LIGHT half2 RoL = max(0, half2(dot(ReflectionVector, DirectionalLightDirection), dot(ReflectionVector, _WorldSpaceLightPos1.xyz))); half2 PhongSpecular = PhongApprox(Roughness, RoL); half3 Directional = (Shadow * NoL) * DirectionalLightColor * (DiffuseColor + SpecularColor * PhongSpecular.x); half NoL2 = max(0, dot(normalWorld, _WorldSpaceLightPos1.xyz)); Directional += NoL2 * _LightColor1 * (DiffuseColor + SpecularColor * PhongSpecular.y); #else... Continue Reading →
Advanced Skin Shader for Next-Gen Mobile games.
The fastest operating technique of the NORMAL BLUR SUB-SURFACE SCATTERING APPROACHING HOW TO… 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。 In order to check the demand of the internal art team, it is the process of extracting the mobile game character data of Netease and testing the internally developed Shader.The left side is a shader using Gaussian Blur... Continue Reading →
Energy conserved specular blinn-phong.
Energy conserved specular blinn-phong implementation record Elements of Implementations Energy conserved diffuse with specular.Physically based Fresnel.Environments Reflectance.Ambient lighting adjustment controller. Energy conserved diffuse with specular. about energy conserved specular. Method of Simple energy calculations of shader. Applied Energy Conservation of blinn-phong specular. /////////////////////////////////////////////////////////////////////////////// // Lighting Functions // /////////////////////////////////////////////////////////////////////////////// half3 LightingLambert(half3 lightColor, half3 lightDir, half3 normal)... Continue Reading →
ICE SHADER FAMILY FOR MOBILE
Purpose of implementation. Fully support to mobile devices such as opengl-es 2.x to 3.x.Under limited of instruction counts 180.Under limited texture fetching counts 6. 完全支持移动设备,例如opengl-es 2.x至3.x.指令数限制下为180。在有限的纹理抓取下计数为6。 The game I'm developing now implements a point light that doesn't work at all in the rendering core. In order to achieve the permeation effect, the LUT of the... Continue Reading →
Simple Pool Water
WATER SYSTEM Initialized version. https://videopress.com/v/UMyqBrKZ?resizeToParent=true&cover=true&preloadContent=auto Video by Youku : China only 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. Removed some unused lerp. Only use to one of Normal texture. Just piece of one normal texture sampler2D.... Continue Reading →
[experimental]LightMap shader tweaking.
The purpose if implementation. Open exposure value for artist When they want to adjustment to baked-indirect merged pixel result. GI信息存储在Unity3D中的Baked Indirect中,使用Meta Pass来确定相邻的颜色值。评估最终结果的视觉效果时,比起真实值,控制更人为的颜色值的Color Bleeding强度,为了接近美术想要的最终品质,修改Unity3D提供的LightMap最终计算方式的过程。在创作早期原型时,使用Amplify Shader Editor等来快速实现,并与美术协商,以便将其添加到内部项目的lightmap计算中。 GI information saved in Baked Indirect of Unity3D is determined by using Meta Pass for adjacent color values.When evaluating the visual effects of the final result, we control the Color... Continue Reading →
Virtual back lighting method test
Purpose of implementations. Avoiding increasing draw-call. 这是手机游戏预览的真实预览。 https://videopress.com/v/30i13sJ5?resizeToParent=true&cover=true&autoPlay=true&controls=false&loop=true&preloadContent=metadata #if USE_SECOND_DIRECTIONAL_LIGHT half2 RoL = max(0, half2(dot(ReflectionVector, DirectionalLightDirection), dot(ReflectionVector, _WorldSpaceLightPos1.xyz))); half2 PhongSpecular = PhongApprox(Roughness, RoL); half3 Directional = (Shadow * NoL) * DirectionalLightColor * (DiffuseColor + SpecularColor * PhongSpecular.x); half NoL2 = max(0, dot(normalWorld, _WorldSpaceLightPos1.xyz)); Directional += NoL2 * _LightColor1 * (DiffuseColor + SpecularColor * PhongSpecular.y); #else... Continue Reading →