Compared results between ACES and Gran-turismo Tone-map applied inside UE5.1.1 This integrated method not used before tonemap or replace tonemap Which is I fully integrated inside unreal engine 5.1.1 source code via uC++ withing shader 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。 https://videopress.com/v/j3U1bDo1?preloadContent=metadata 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 Cartoon rendering. The right side renders closer to the more recent... Continue Reading →
Corresponding shader code for custom expression.
cbuffer View { float4x4 View_TranslatedWorldToClip; float4x4 View_WorldToClip; float4x4 View_TranslatedWorldToView; float4x4 View_ViewToTranslatedWorld; float4x4 View_TranslatedWorldToCameraView; float4x4 View_CameraViewToTranslatedWorld; float4x4 View_ViewToClip; float4x4 View_ViewToClipNoAA; float4x4 View_ClipToView; float4x4 View_ClipToTranslatedWorld; float4x4 View_SVPositionToTranslatedWorld; float4x4 View_ScreenToWorld; float4x4 View_ScreenToTranslatedWorld; float3 View_ViewForward; float PrePadding_View_844; float3 View_ViewUp; float PrePadding_View_860; float3 View_ViewRight; float PrePadding_View_876; float3 View_HMDViewNoRollUp; float PrePadding_View_892; float3 View_HMDViewNoRollRight; float PrePadding_View_908; float4 View_InvDeviceZToWorldZTransform; float4 View_ScreenPositionScaleBias; float3 View_WorldCameraOrigin;... 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 →
Skin shader in Gamma Space improvement WIP.
WIP LIST. Custom Shadow color.Reflection Occlusion.Branch for Equipment.Dual Lobe specualar.
Extra technique for Skin shader by URP
Dual Lobe BeckMann half3 DirectBDRFXD(BRDFData brdfData, BRDFDataXD brdfDataXD, half3 normalWS, half3 lightDirectionWS, half3 viewDirectionWS,half mask) { #ifndef _SPECULARHIGHLIGHTS_OFF float3 halfDir = SafeNormalize(float3(lightDirectionWS) + float3(viewDirectionWS)); float NoH = saturate(dot(normalWS, halfDir)); half LoH = saturate(dot(lightDirectionWS, halfDir)); float d = NoH * NoH * brdfData.roughness2MinusOne + 1.00001f; half nv = saturate(dot(normalWS,lightDirectionWS)); half LoH2 = LoH * LoH; float... Continue Reading →
ACES MATCHING SHADER FOR SUBSTANCE DESIGNER
IDT ODT Simulated ACES UE4 log Tone-Mapped SD的旧版本不具有ACES色彩配置文件功能,因此我自己制作。 之后,我们与总部开发团队进行了沟通,并将OpenColor IO正式添加到SD,并将ACES Tonemapping添加到Render节点。
Customized Unity Standard mobile PBR from 2018
Change issued. Environment reflection method used by UE4. Some reflect approximation method has optimized friendly performance of mobile. Huge reduce to texture sampler counts. AO map generated used from height data with simple math. https://youtu.be/VXH8r0BFdmU