MaterialX with Substance Painter batch installer.

https://github.com/leegoonz/MaterialX_batchInstall MaterialX Shader generation

Lookdev environment scene creation for mobile game.

I am setting up a look-dev scene for the development team while doing mobile rendering processing for a Japanese parent company, not a company. It is not a light theme because it is a standard rendering scene. 我正在为开发团队设置look-dev场景,同时为日本母公司而不是公司进行移动渲染处理。 这不是轻主题,因为它是标准渲染场景。 https://youtu.be/t0CSRiLQQtM https://videopress.com/v/6OrsFbvg?preloadContent=metadata LOOK DEV MATERIAL PREVIEW PROJECT INITIALIZING DEMONSTRATION FOR UNITY. Sync camera for game view... Continue Reading →

[Advanced]Anti-Tilled technique by Stochastic

以下包含对于Anti-Tilled technique 的技术理论上的内容. Unity 基于技术内容创建技术演示。 Unity3D Engine.World Machine for generation big terrain.View distance blending for vista texture.Stochastic anti-repeating visualization result. Xrp Feature result. Test type for Rocky Ground texture. (Before : LEFT , After : Right) Example of Unlit. Grass field 活用篇. 此 Feature 使 ALU 数量增加近 15 个。但是,此功能通常使用 LOD1 的 LOD2 着色器。一般来说,近距离时不会产生重复的视觉感觉,因为当与相机的距离超过50米时,主要会出现重复的感觉。审查并应用整个 Velod。对于地形,混合 4... Continue Reading →

Look dev material preview project initializing demonstration for unity.

https://videopress.com/v/0gkqDpvo?preloadContent=metadata Sync camera for game view with scene view and hot to setting up for. demonstration for use to Free camera navigation when play to game view. Setting up for ACES protocol When working on Look-dev with filmic tone mapping like aces I have presented sRGB to ACEScg for correctly working on look dev with... Continue Reading →

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 to a full production level function by adding more efficient features. 实验目的。公司内部还没有请求,但是我们根据JP Friends Company项目团队提出的类似要求进行研究。通过改善Unity mipmap过滤的质量并改善模糊的Texel采样,我们希望改善更清晰的法线贴图表达(中等距离)或Albedo表达。在粗糙的情况下,不需要改进。Purpose of experiment.There is no request from within our company yet, but we study this based on the similar demand that... Continue Reading →

More Realistic eyeball approach for Mobile visualization.

It is fully optimized for mobile game rendering.The PBR lighting model was not used for.Using the BlinnPhong Approximation based on the energy conservation formula.Parallax mapping with directivity is used.The artist can control the direction of the highlight regardless of the angle of the sun, and the intensity of the highlight is automatically corrected in the... Continue Reading →

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