VECTOR REJECTION DERIVATION

VECTOR REJECTION DERIVATION Written by JP.Lee心动的 Technical Art team leader. VECTOR REJECTION 制作 Vector Rejection 函数。 Shader forge 里有 Vector rejection 内置函数。 但是 Amplify shader editor 里没有,所以要用 Custom expression 制作 my Vector rejection function 来使用。https://en.wikipedia.org/wiki/Vector_projection​en.wikipedia.org Vector projection formula (向量投影公式) 2D vector 投影公式。 Vector投影是两个Vector中的一个投影(投射)到另一Vector上。 这里说的投影是什么意思呢? 从Vector的观点来看,是把一个Vector移到另一个Vector表现出来。 可以简单的比喻成影子。在外面我们可以看到阳光照射在我们身上产生的影子。 如果我们的身体是Vector a 地面是Vector b,影子就是投影到b上的a。 假设阳光跟地面是直角。(通常叫直交投影) Vector Rejection a2 是从Vector a... Continue Reading →

Stylized toon Urp update.

Preface After leaving the company after a long time, I am going to research some rendering techniques and post them on Github. By writing this pages, I think I will be able to remind myself of my old memories. So... I want to say that I didn't want to do anything too difficult from the... Continue Reading →

Toon 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?resizeToParent=true&cover=true&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... Continue Reading →

Create and apply virtual lighting vectors.

Create and apply virtual lighting vectors. JP.LeeSummary. When working on demand related to mobile game rendering, it is often impossible to perform complex lighting processing due to hardware performance.However, artists' demand continues to increase.In particular, there are times when it is necessary to correct information that has been subjected to static lighting (BakedLighting).I'm going to... Continue Reading →

Disable to bUseUnityBuild even building to UE4 source-code.

<?xml version="1.0" encoding="utf-8" ?> <Configuration xmlns="https://www.unrealengine.com/BuildConfiguration"> <BuildConfiguration> <bUseUnityBuild>false</bUseUnityBuild> <bUsePCHFiles>false</bUsePCHFiles> </BuildConfiguration> </Configuration> BuildConfiguration Download bUseUnityBuildWhether to unify C++ code into larger files for faster compilation. bForceUnityBuildWhether to force C++ source files to be combined into larger files for faster compilation. bUseAdaptiveUnityBuildUse a heuristic to determine which files are currently being iterated on and exclude them from... Continue Reading →

Custom normal texture encoding function creation How to.

Custom normal texture encoding function creation How to. When creating a mobile game, you encounter a number of problems. In addition to Draw-Call, which is one of the most common CPUs, texture fetching occurs frequently. When trying to optimize, even experienced artists have heard this part to some extent, so they try not to make... Continue Reading →

Custom normal texture encoding function creation How to. (Korean Version)

Custom normal texture encoding function creation How to. 모바일 게임을 제작 하다 보면 여러가지 문제점을 만나게 된다. 그 중에서 하나 대표적인 것인 CPU 에서 빈번하게 발생 하게 되는 Draw-Call 이외에도 Texture fetching 이 빈번하게 발생 하는 부분이다. 최적화를 하다 보면 경력자 아티스트도 이 부분을 어느정도 들은 적이 있기 때문에 최대한 Sampler 를 많이 만들지 않으려고... Continue Reading →

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