A description of the restoration of the glossy effect of indoor scene PBR.

A description of the restoration of the glossy effect of indoor scene PBR. a fundamental cause For the Unity or Unreal engines they are currently using, the following structures are taken. There is a technique called Indirect GI in unity and a lighting bake in unreal engines that states Stationary. In general, both of these... Continue Reading →

Cutscene Editor Slate Tutorial since by 2016.

这部影片是韩国人的声音。但是您只能通过观看视频来理解它。 This video is a Korean voice.But you can understand it only by watching the video. https://videopress.com/v/5xLiKv8Z?preloadContent=metadata https://videopress.com/v/Yb0CRhWV?preloadContent=metadata https://videopress.com/v/I09Xsxas?preloadContent=metadata https://videopress.com/v/L43kyStT?preloadContent=metadata

Concept of Lighting Node:Substance Designer

Baked lighting. First approached since by 2016 in years at Netease. This basic idea is to use the light source extraction system by my implement.自2016年以来首次接近网易。 这个基本思想是通过我的工具使用光源提取系统。 天谕角色texturing流程中使用的3dsmax baked lighting有两个缺点: 一、运算速度很慢。有时候等想要的品质等上几个小时。 二、最终品质和如同不能及时反应一样不太好。 Substance painter Baked lighting 在韩国Substance研究小组(负责人JP)中提出的Baked Lighting技法被Allegorithmic Adobe 本公司采纳,搭载于最新版本。 使用这个技法能提高现在流程的产量,同时提高品质。产品能提高5倍以上,品质也是通过快速的反馈和内部算法(模仿GI lighting),能达到类似于离线渲染的品质。 左侧是处于全区域照明非激活状态,仅仅是用Baked lighting滤镜往Base Color加入照明值的结果。虽然,原则上是往Base Color不能加任何的照明值,但是游戏里面处理的PBR精度比较低的的时候,立体感的表现有时候比较Flat。 为了加强这部分,除AO外,使用Top Down照明,整体立体感通过灰色调来生成,混合到Base Color的一种技法。 很多公司虽然都在用PBR,但是也在用此方法。 Global lighting是用bake from Sky light来设定的状态。这样生成Gray Pass,合成到最终贴图。... Continue Reading →

Light-Probe Data manager implementation

purpose of implementations. Possible to adjustment of individual probe SH out data results.Very useful interface design for artists. https://videopress.com/v/00KLI3Kd?autoPlay=true&controls=false&loop=true&posterUrl=https%3A%2F%2Fleegoonzblog.files.wordpress.com%2F2020%2F01%2Fimage-108.png&preloadContent=auto Video by Youku : China Only 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... Continue Reading →

Virtual back lighting method test

Purpose of implementations. Avoiding increasing draw-call. 这是手机游戏预览的真实预览。 https://videopress.com/v/30i13sJ5?autoPlay=true&controls=false&loop=true&preloadContent=metadata #if USE_SECOND_DIRECTIONAL_LIGHT half2 RoL = max(0, half2(dot(ReflectionVector, DirectionalLightDirection), dot(ReflectionVector, _WorldSpaceLightPos1.xyz))); half2 PhongSpecular = PhongApprox(Roughness, RoL); half3 Directional = (Shadow * NoL) * DirectionalLightColor * (DiffuseColor + SpecularColor * PhongSpecular.x); half NoL2 = max(0, dot(normalWorld, _WorldSpaceLightPos1.xyz)); Directional += NoL2 * _LightColor1 * (DiffuseColor + SpecularColor * PhongSpecular.y); #else... Continue Reading →

Advanced Skin Shader for Next-Gen Mobile games.

The fastest operating technique of the NORMAL BLUR SUB-SURFACE SCATTERING APPROACHING HOW TO… 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。 In order to check the demand of the internal art team, it is the process of extracting the mobile game character data of Netease and testing the internally developed Shader.The left side is a shader using Gaussian Blur... Continue Reading →

Energy conserved specular blinn-phong.

Energy conserved specular blinn-phong implementation record Elements of Implementations Energy conserved diffuse with specular.Physically based Fresnel.Environments Reflectance.Ambient lighting adjustment controller. Energy conserved diffuse with specular. about energy conserved specular. Method of Simple energy calculations of shader. Applied Energy Conservation of blinn-phong specular. /////////////////////////////////////////////////////////////////////////////// // Lighting Functions // /////////////////////////////////////////////////////////////////////////////// half3 LightingLambert(half3 lightColor, half3 lightDir, half3 normal)... 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 →

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 →

Virtual back lighting method test

Purpose of implementations. Avoiding increasing draw-call. 这是手机游戏预览的真实预览。 https://videopress.com/v/30i13sJ5?resizeToParent=true&cover=true&autoPlay=true&controls=false&loop=true&preloadContent=metadata #if USE_SECOND_DIRECTIONAL_LIGHT half2 RoL = max(0, half2(dot(ReflectionVector, DirectionalLightDirection), dot(ReflectionVector, _WorldSpaceLightPos1.xyz))); half2 PhongSpecular = PhongApprox(Roughness, RoL); half3 Directional = (Shadow * NoL) * DirectionalLightColor * (DiffuseColor + SpecularColor * PhongSpecular.x); half NoL2 = max(0, dot(normalWorld, _WorldSpaceLightPos1.xyz)); Directional += NoL2 * _LightColor1 * (DiffuseColor + SpecularColor * PhongSpecular.y); #else... Continue Reading →

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