Create and apply virtual lighting vectors.

Create and apply virtual lighting vectors. JP.LeeSummary. When working on demand related to mobile game rendering, it is often impossible to perform complex lighting processing due to hardware performance.However, artists' demand continues to increase.In particular, there are times when it is necessary to correct information that has been subjected to static lighting (BakedLighting).I'm going to... Continue Reading →

Disable to bUseUnityBuild even building to UE4 source-code.

<?xml version="1.0" encoding="utf-8" ?> <Configuration xmlns="https://www.unrealengine.com/BuildConfiguration"> <BuildConfiguration> <bUseUnityBuild>false</bUseUnityBuild> <bUsePCHFiles>false</bUsePCHFiles> </BuildConfiguration> </Configuration> BuildConfiguration Download bUseUnityBuildWhether to unify C++ code into larger files for faster compilation. bForceUnityBuildWhether to force C++ source files to be combined into larger files for faster compilation. bUseAdaptiveUnityBuildUse a heuristic to determine which files are currently being iterated on and exclude them from... Continue Reading →

Custom normal texture encoding function creation How to.

Custom normal texture encoding function creation How to. When creating a mobile game, you encounter a number of problems. In addition to Draw-Call, which is one of the most common CPUs, texture fetching occurs frequently. When trying to optimize, even experienced artists have heard this part to some extent, so they try not to make... Continue Reading →

Custom normal texture encoding function creation How to. (Korean Version)

Custom normal texture encoding function creation How to. 모바일 게임을 제작 하다 보면 여러가지 문제점을 만나게 된다. 그 중에서 하나 대표적인 것인 CPU 에서 빈번하게 발생 하게 되는 Draw-Call 이외에도 Texture fetching 이 빈번하게 발생 하는 부분이다. 최적화를 하다 보면 경력자 아티스트도 이 부분을 어느정도 들은 적이 있기 때문에 최대한 Sampler 를 많이 만들지 않으려고... Continue Reading →

Substance Painter Shader Guide part 3. – Adding to Gaussian Blur9

Summary. What you're practicing in this post may be helpful when implementing a skin shader in the next.The goal is to understand the depth of each content by first implementing it individually rather than connecting all the function implementations. .Again, use pbr-metal-roughness.glsl, open the shader code and add the bool variable as shown below. //--------... Continue Reading →

URP BoatAttack URP Research Report – Part 2 – Gerstner Wave

Original 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 with the camera.  Be careful points when integrating Packages... Continue Reading →

OpenColorIO-Tools Installation inside of your Linux(Ubuntu,Fedora)

OpenColorIO-Tools Installation inside of your Linux(Ubuntu, Fedora) Write by JP.Lee OpenColorIO-Tools Installation inside of your Linux(Ubuntu, Fedora) When you guys working on Windows10 very difficult to build a binary file to OpenColorIO source code from the git repo. So I just explaining to very easy way to use OpenColorIO tools for generating lut files. Virtual... Continue Reading →

OthorCulledGPU_LightMapper_Manager

根据针对场景lightmap效果改善的调查结果,发现现在美术在制作的时候效率非常低.首先来理解一下照明美术的特性吧。因为没有完全使用实时GI,所以需要进行烘焙.这个时候需要进行非常多的修改制作. 照明美术的作业需要非常细致,并且结果直接关系到最终的用户体验,因此可以支持反复预览查看的制作环境是一个非常重要的核心要素

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