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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… 더 보기 »Custom Mipmap encoding practice.

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.

Toon Shader Additional FX

Purpose of implementations 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。 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… 더 보기 »Toon Shader Additional FX

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… 더 보기 »URP BoatAttack URP Research Report – Part3-Quantization(量化)Process

Substance Painter Shader Guide part 1. – Adding to custom Sun light.

Summary.

No matter how well the game engine and substance painter’s tone mapping structure is matched, the art team puts the result in the game scene where sunlight is finally present.

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