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BI-Planar Mapping

ArtStation – Bi-Planar mapping URP Deferred and Forward shader, JP Lee Complete Example here Bi-Planar Mapping GitLab | JP Lee on Patreon

Advanced Ambient occlusion method implementation for your look-dev

Advanced Ambient occlusion method implementation for your look-dev. Advanced Ambient occlusion Purpose: AO handling of shaders When you guys usually using URP or basic mobile hardware is very simple. When using HDRP, more sophisticated specular shielding and environment reflection shielding are performed using the AO… 더 보기 »Advanced Ambient occlusion method implementation for your look-dev

Lut Bake for Substance Painter.

AUTHOR: JPLEE leegoonz@163.com I think you will understand a little bit about Tome mapping and Post Process Stack code structure by watching the previous two lectures. 看了前面两节课,我想你会对时间映射和后处理堆栈代码结构有一点了解。 Overview. After 2019, there were several requirements that I was received when communicating with the art team, and… 더 보기 »Lut Bake for Substance Painter.

UE4 ACES Tone mapping port URP.

The Unity version used for training is 2021.1.18, and it was written based on the URP 11 version.用于训练的Unity版本为2021.1.18,基于URP 11版本编写。 We will try to port the ACES tone mapping used in UE4 to the Unity engine URP. Through this process, you will be able to flexibly… 더 보기 »UE4 ACES Tone mapping port URP.

Post Process Tone Mapping Editor Tweak.

Purpose:This course will be given to the art department flexibility.We will try to add parameters to Neutral Tone-mapping and use editor mode.Depending on the nature of the project, try adding Fast Tone mapping, which focuses on faster operation, to the Post Process.Let’s try porting Unreal… 더 보기 »Post Process Tone Mapping Editor Tweak.

Cartoon 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。 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… 더 보기 »Cartoon Shader Additional FX

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