[태그:] shader

Cloth micro fuzz scatter shader for unity3D URP 8.3.1

GEOMETRICAL SPECULAR ANTI ALIASING FOR URP

URP 8.3.1 Shadow Mask integration Lib.

https://github.com/leegoonz/urp8.3_ShadowMask

[WIP]pxrDisney for Substance Painter integration

[WIP]Mobile Hair rendering.

Self shadow enabled Transparent object.

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。 LOOK DEV MATERIAL PREVIEW PROJECT… Continue Reading “Lookdev environment scene creation for mobile game.”

[Update]Stylized Eyeball shader for mobile.

[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. Example of Unlit. Grass field 活用篇. 此 Feature 使 ALU 数量增加近 15… Continue Reading “[Advanced]Anti-Tilled technique by Stochastic”

Dual Specular IBL demonstration.

  When I set up the lighting, I think I want to control the reflection expression of golden armor or metallic independently of the ambient light. By modifying the Specular IBL and Custom Specular IBL created from SkyIBL in the shader, you can understand… Continue Reading “Dual Specular IBL demonstration.”

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