How to enable two-sided rendering in Substance Designer?

如何在 Substance Designer 中启用两侧渲染? How can I enable Two side rendering in Substance designer? Yesterday I was asked a question by a colleague of mine I worked with before. My old colleague was able to figure it out on his own. Anyway, here are a few things to clear up. If you're not a student... Continue Reading →

Cat Warrior Substance Package. V.1.0

This asset pack made by since 2014 When I live in Korea. It data pack have substance desinger material with related shader for Study about SD workflow. Click to image can be move to Gumrad liked page directly.

Custom Mipmap encoding practice.

此示例不是生产级别。该示例可以在生产级别使用,但是可以通过添加更有效的功能将其升级到完整的生产级别功能。This example is not a production level.This example can be used at the production level, but it can be upgraded to a full production level function by adding more efficient features. 实验目的。公司内部还没有请求,但是我们根据JP Friends Company项目团队提出的类似要求进行研究。通过改善Unity mipmap过滤的质量并改善模糊的Texel采样,我们希望改善更清晰的法线贴图表达(中等距离)或Albedo表达。在粗糙的情况下,不需要改进。Purpose of experiment.There is no request from within our company yet, but we study this based on the similar demand that... Continue Reading →

Difference between Texture Array and Texture Atlas (simplified version)

在Unity 做Rendering相关优化时不得不使用TextureArray 。这是因为Unity里为了减少 DrawCall 而使用的 Batching。简单来说新画的material和Mesh种类越多,DrawCall 就会越多。但是 DrawCall 不便宜,会消耗很大的CPU性能。所以Unity 会自动进行 Batching 。使用同样的material就会自动捆绑,使用同样的Mesh也会自动捆绑.

对Reflection的误解(漫反射&镜面反射)

jplee23年的游戏开发商。 技术美术总监。 渴望退休的独立开发商。半灰、max、游丝结、戏剧常量、熊掌等 6 人赞同了该文章 Written by JP.Lee心动的 Technical art team leader.leegoonz@163.com 对Reflection的误解(漫反射&镜面反射)字面含义 我们通常使用diffuse reflection(漫反射 ) 和 specular reflection( 镜面反射 ) 这两种术语。但真的懂得其含义吗?首先来看看diffuse的字面含义。1.散开;四散 ( 光, 热量, 味道等 )2. 传播(知识) ,普及, 舒缓( 情绪等 )3. ( 气体或液体) 弥漫;漫射;发散来自:百度翻译跟大家知道的意思一样吗?下面来看看specular 的字面含义。1. 镜子似的,反射的,反映的2. ( 光学 )正反射性的来自:百度翻译这也跟大家知道的意思一样吗?现在看看是否跟实际含义一样。Diffuse反射在粗糙的表面形成?很多人觉得diffusereflection 是因表面粗糙而形成的。特别是PBR 的重要因素微表面 ( microfacet ),会使人这么想。但是diffuse大部分不是因表面粗糙而形成的,只有一部分是那么形成的。看字面含义diffuse 有 "散开", "传播" 的意义。就是说不是单纯因碰撞到表面后反射出来的东西。根据参考资料[ 1 ]-{参考资料在本文末端}, diffuse形成的原理如下。 (翻译了资料的一部分)在Solids(人造物) diffuse reflection 一般不会因表面粗糙而形成。虽然specularreflection... Continue Reading →

Stylized toon Urp update.

Preface After leaving the company after a long time, I am going to research some rendering techniques and post them on Github. By writing this pages, I think I will be able to remind myself of my old memories. So... I want to say that I didn't want to do anything too difficult from the... Continue Reading →

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。 https://videopress.com/v/j3U1bDo1?resizeToParent=true&cover=true&preloadContent=metadata 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... Continue Reading →

Substance Painter Shader Guide part 2. – Adding to custom structure.

By implementing Alexa LogC converters (El 1000) inside the Substance Painter Shader, we will learn how to build a structure and directly declare the data type using the structure. Usually, you can think of LogC as Alexa LogC. Alexa Color Processing documents define:Logarithmic Encoded DataLog C (film matrix off)The Log C curve was first introduced... Continue Reading →

URP BoatAttack URP Research Report – Part3-Quantization(量化)Process

URP BoatAttack URP Research Report - Part3-Quantization(量化)Process Origianl Resources from Unity3D with Unity Korea. Documents Organizing by JP.Leeleegoonz@163.com summary. We analyze the features used for the rendering of the sea surface.The Unity version uses 2019.3.7.The sea implementation system has four major parts. A sea mesh that is quantized for moves along the camera. Sea mesh... Continue Reading →

위로 ↑