[태그:] skin

Advanced Skin Shader for Next-Gen Mobile games.

The fastest operating technique of the NORMAL BLUR SUB-SURFACE SCATTERING APPROACHING HOW TO… 处理角色渲染时,通常会听到许多有关SSS效果的信息。通常,移动游戏开发环境不常使用Normal Blur Sub-Surface技术的原因是,因为Normal纹理的Mip-Map需要使用DDX、DDY或Gaussian Blur进行实时Blur处理。现在,内容将介绍预处理实时处理部分的想法步骤。 In order to check the demand of the internal art team, it is the process of extracting the mobile game character data of Netease and testing the… Continue Reading “Advanced Skin Shader for Next-Gen Mobile games.”

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.”

[Mobile shader] Dual Lobe GGX works

Unity3D URP Dual Lobe GGX works Dual Lobe Debug view.

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