[태그:] shader

Skin shader in Gamma Space improvement WIP.

WIP LIST. Custom Shadow color. Reflection Occlusion. Branch for Equipment. Dual Lobe specualar.

More Realistic eyeball approach for Mobile visualization.

It is fully optimized for mobile game rendering.The PBR lighting model was not used for.Using the BlinnPhong Approximation based on the energy conservation formula.Parallax mapping with directivity is used.The artist can control the direction of the highlight regardless of the angle of the sun,… Continue Reading “More Realistic eyeball approach for Mobile visualization.”

(WIP) Stylized Toon ver.0.7

Written by JP.Lee心动的 Technical Art team leader.Former Allegorithmic Adobe Lead technical Artist.Former Netease Technical art director at HZ.Former Samsung Electronics R&D Center Technical Artist and Researcher. Most of my time since I left the company has been devoted to Stylized Shading research. This is… Continue Reading “(WIP) Stylized Toon ver.0.7”

Extra technique for Skin shader by URP

Dual Lobe BeckMann Custom HDR Reflection for More Metallic.

Anti-Tilled technique by Stochastic

Solution researcher : JP Explore ways to reduce the appearance of far-ground floor texture repetitions as clearly as possible.Technology that can be used on top level mobile hardware or primarily for the PC version. Applied this method belowEvaluate count of instructor. conclusion. 2 or… Continue Reading “Anti-Tilled technique by Stochastic”

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.

Matcap Rim lighting for Mobile by 2013 in years.

SBSAR with Matcap Rim lighting for Mobile hardware. 我将继续与Substance Unity合作,在现有的B2M之外创建一些着色器。 由于我们尚未对光的方向进行任何计算,因此根据支持的视图空间的遮罩替换了环境照明。 坦白讲,复杂的结构很困难,因为这种方法必须在较旧的移动硬件上使用。 所以我决定一起制作一个实质性的移动版本… 我们只是添加一些参数。 为了在不显着增加度量和参数的情况下减少计算量,我们基于查找纹理实现了边缘照明,然后基于边缘颜色的颜色基础构造了各种圆形渐变贴图。 我们为Invert.Y提供了一个范围来处理现有法线贴图的Y轴反转。 -1至1 …如果创建自定义材质检查器并再次附加组件,则可以将其除以true false。 但是,这种方法很麻烦,而且无论如何都只能以-1和1的值传递给normal.y。 自从我于2007年首次开发和使用它以来,它已经针对手机游戏环境进行了修改。 从那时起,这种方法在中国已被广泛使用。

[Mobile shader] Dual Lobe GGX works

Unity3D URP Dual Lobe GGX works Dual Lobe Debug view.

Stylized Shadow

Stylized Shadow For China user https://www.bilibili.com/video/BV1y541187MS/

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