Advanced Ambient occlusion method implementation for your look-dev. Advanced Ambient occlusion Purpose: AO handling of shaders When you guys usually using URP or basic mobile hardware is very simple. When using HDRP, more sophisticated specular shielding and environment reflection shielding are performed using the… Continue Reading “Advanced Ambient occlusion method implementation for your look-dev”
AUTHOR: JPLEE firstname.lastname@example.org I think you will understand a little bit about Tome mapping and Post Process Stack code structure by watching the previous two lectures. 看了前面两节课，我想你会对时间映射和后处理堆栈代码结构有一点了解。 Overview. After 2019, there were several requirements that I was received when communicating with the art team,… Continue Reading “Lut Bake for Substance Painter.”
Purpose:This course will be given to the art department flexibility.We will try to add parameters to Neutral Tone-mapping and use editor mode.Depending on the nature of the project, try adding Fast Tone mapping, which focuses on faster operation, to the Post Process.Let’s try porting… Continue Reading “Post Process Tone Mapping Editor Tweak.”
草稿日期。2021년 7월 13일. 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… Continue Reading “Stylized toon Urp update.”
This is a reorganization of the Unity presentation. end of content.
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”
A description of the restoration of the glossy effect of indoor scene PBR. a fundamental cause For the Unity or Unreal engines they are currently using, the following structures are taken. There is a technique called Indirect GI in unity and a lighting bake… Continue Reading “A description of the restoration of the glossy effect of indoor scene PBR.”