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shader

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。

[experimental]LightMap shader tweaking.

The purpose if implementation. GI信息存储在Unity3D中的Baked Indirect中,使用Meta Pass来确定相邻的颜色值。评估最终结果的视觉效果时,比起真实值,控制更人为的颜色值的Color Bleeding强度,为了接近美术想要的最终品质,修改Unity3D提供的LightMap最终计算方式的过程。在创作早期原型时,使用Amplify Shader Editor等来快速实现,并与美术协商,以便将其添加到内部项目的lightmap计算中。 GI information saved in Baked Indirect of Unity3D is determined… 더 보기 »[experimental]LightMap shader tweaking.

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… 더 보기 »Customized Unity Standard mobile PBR from 2018

DUAL PARABOLIC MAT-CAP

Purpose of implementation. I was used screen space light texture technique (matcap or light-cap) since from 2006 in years.And then… 더 보기 »DUAL PARABOLIC MAT-CAP

Local Reflection bake system

Properties 虽然还没有必要全部实现Unity3D的所有设置,如果能分阶段都实现的话是最好的。下面罗列了基本要实现的值。1.intensity Value in Runtime settings. 2.Blend Distance : Distance值根据Sky Cube或者相邻的其它 Volum box的Cubmap之间的距离来设置Blending的值。 3.Box Projection. Properties 虽然还没有必要全部实现Unity3D的所有设置,如果能分阶段都实现的话是最好的。下面罗列了基本要实现的值。1.Marmoset Engine 에서 제작… 더 보기 »Local Reflection bake system

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