[태그:] feature

Light-Probe Data manager implementation

purpose of implementations. Possible to adjustment of individual probe SH out data results. Very useful interface design for artists. 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… Continue Reading “Light-Probe Data manager implementation”

Virtual back lighting method test

Purpose of implementations. Avoiding increasing draw-call.

Development of three-dimensional pupil shader.

Purpose of implementations. One draw call rendering by one mesh. Supporting customization of eyeball pupil. Simple refraction FX. 开发瞳孔时,我特别重视的是,能够准确地引导出美术的最终要求。 使用前两个Mesh的方法是由美术队自制的,是消费两个Draw-Call的,没有特别的折射感,所以和美术简单讨论后使用了两个Specular,但是从实际的太阳光源的位置计算出来,其中一个是根据用户的视角计算的,即镜头视角。 我为美术提供的最终目标是Horizon Zero Dawn。 在实现过程中,我们合并了两个Draw-call,最大限度地降低了精度,消除了所有的GGX运算,只使用Normalized Blinn-Phong Specular实现。 ALU在处理折射时有所增加,但删除了依赖于PBR的某些部分,使得整体ALU比正常的PBR少了一些,实现了CustomUV,从而减少了Pixel Shader Stage计算的部分。 现在,我们使用Replection Cubemap来实现油膜的光泽度,而在下一个优化版本中,将更改为Dual Parabolic Reflection,以进一步优化它。 创作原型时,使用Amplify Shader Editor来实现了它。 实现了Eye Refraction function, Mode写为Create的话之后在代码中会以函数形式来记录。 写最终代码的时候,有着更易读的优点。 An important part… Continue Reading “Development of three-dimensional pupil shader.”

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. Energy conserved experimental code block. Simulate of Specular Reflectance

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… Continue Reading “ICE SHADER FAMILY FOR MOBILE”

Substance open-day 2019 Shanghai

Substance open-day 2019 Shanghai Paper Download link belowhttps://pan.baidu.com/s/12OBLF5aSEBIfg077a7XK4g passcode:m73c 

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