Giant Interactive, located in Shanghai, is a leading game company in China with a long history of more than 30 years. I joined the company in 2019 and was selected as the best technical artist of the year. In my memory, many colleagues I worked with at that time still remain in my memory.Developing the... 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 →
Document size independent texture size control.
Summary. This example presents, creates, and practices how the artists can control the texture size of the desired texture pass category regardless of the root document size of the Substance painter. 概括。此示例展示、创建和练习美术师如何控制所需纹理通道类别的纹理大小,而不管 Substance 画家的根文档大小。 NEED VPN IF YOU LIVE IN MAINLAND OF CHINA https://videopress.com/v/DfDPDcS8?resizeToParent=true&cover=true&autoPlay=true&loop=true&preloadContent=metadata
Toon Style Splash FX practice.
Purpose of Practice 概要。项目瀑布波纹效果的要求。内容。参考游戏 : RIM2 Shader 的实现。使用不同的两张波纹(Ripple)纹理,各自设置不同的速度使波纹效果更自然。为了让Mesh的波纹呈现向外围渐渐消失的效果,使用Vertex Color。 瀑布的落水而产生的波纹效果使用以上Mesh。 为了在Shader使波纹的边缘自然地Fade-out,Vertex color 要用 mask。 先用黑色填满整体后,在开着Soft-Selection的状态下选择里面的Vertex填满红色。 用Vertex tool的Blur功能把整体修改得自然。 Mesh的内部也需要添加自然波纹效果的话,内部也设置成黑色便可。 编辑UV。 Dual ripple foam texture. Channel R Channel B Shader Snippet 该着色器是使用“ Amplify Shader Editor”创建的。 This shader was created using the Amplify Shader Editor. Shader "Water Ripple Shader" { Properties { _Cutoff( "Mask Clip Value", Float ) =... Continue Reading →
WORLD SPACE NORMAL USAGE INSIDE SUBSTANCE DESIGNER
Preface. A demonstration for learning about the concept that can actively utilize the information of various information textures baked. 前言。学习可以积极利用烘焙的各种信息纹理的信息的概念的演示。 https://videopress.com/v/ilsCLkpc?resizeToParent=true&cover=true&preloadContent=metadata
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 →
Substance open-day 2019 Shanghai
Substance open-day 2019 Shanghai Paper Download link belowhttps://pan.baidu.com/s/12OBLF5aSEBIfg077a7XK4g passcode:m73c https://youtu.be/Zz4YA_72utY Youtube Youku Video Preview
2D Lut adjustment for mobile LUT with Photoshop.
Please note that using Photoshop for grading isn't recommended as it only has very limited capabilities when it comes to 32bit editing. Before going to work… Older versions of Photoshop cannot do the following. If you want to work with the PC version of Lut, you must use the 2018 version of Photoshop.
[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 →