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Created a guide sample for using lighting for artists.

There is a part that I often feel when I work for a company.
The quality of the character design and the completeness of the original data are also important, but the final rendering quality that the user sees at the end is also very important.

Tone-mapping assessment guide.

Three tone-mapping functions are added and evaluated. This assessment is for characterization purposes only and is not a guide to best practices.

Snow Cover with Multiple Blend Shader Practice.[2017]

这些是根据其他美术团队的需求开发shader的实验品。

Shader development prototypes according to the demand of other art teams.

Light-Probe Data manager implementation [2017]

purpose of implementations. 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 the information of the last scene.The basic way to solve this problem… 더 보기 »Light-Probe Data manager implementation [2017]

2019 GIANT INTERACTIVE INNER TECH TALK PPT SCREEN-CAM

This content is a brief summary of part of the mobile MMORPG development process from 2018 to early 2019. 本内容是对2018年至2019年初移动MMORPG部分发展历程的简要总结。 NEED VPN IF YOU LIVE IN MAINLAND OF CHINA

Iridescence Lit model improvement for URP

Iridescence Lit model improvement for URP Iridescence based thin film. Transparent refraction with distortion. Preserved Physically correct pbr based. Masking for decal printing. More learning about this? Check it my Patreon. https://www.patreon.com/posts/iridescence-51922903

Advanced Skin Shader for Next-Gen Mobile games.

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。

Dual Specular IBL demonstration.

When I set up the lighting, I think I want to control the reflection expression of golden armor or metallic independently of the ambient light. By modifying the Specular IBL and Custom Specular IBL created from SkyIBL in the shader, you can understand how the material expression can be further enhanced.

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