Editor mode Lookat Camera
씨네마틱 팀의 개발 요구가 있었기 때문에 간단히 구현 한 Editor mode Lookat Camera. 편집기 에서 이벤트 콜백이 업데이트 되야 하기…
Keep readingGran-Turismo Tonemapper Integrated and Compared look.
Compared results between ACES and Gran-turismo Tone-map applied inside UE5.1.1 This integrated method not used before tonemap or replace tonemap…
Keep readingUber Shader GUI Document.
Design philosophy.
1. We do not design an interface that goes beyond the framework of the existing Unity3D ShaderGUI. 2.…
Keep readingDetail-Map Expression texture norm Document
Detail-Map Expression texture norm Document
Keep readingCreated a guide sample for using lighting for artists.
There is a part that I often feel when I work for a company. The quality of the character design…
Keep readingTone-mapping assessment guide.
Three tone-mapping functions are added and evaluated. This assessment is for characterization purposes only and is not a guide to…
Keep readingBI-Planar Mapping
ArtStation – Bi-Planar mapping URP Deferred and Forward shader, JP Lee Complete Example here Bi-Planar Mapping GitLab | JP Lee…
Keep readingGlobal Light Manager Technical Document.[Dragonheir: Silent Gods]
Provides an interface to effectively control Global Properties inside the scene. Artists control scene effects from a single interface and…
Keep readingLight-Probe Data manager implementation [2017]
purpose of implementations. Light Probe data具有在lightAsset中以二进制形式存储的特性。此外,将根据最后一个场景中的信息Replace所有合并的场景的Light Probe信息。解决这一问题的基本方法是TextAsset里单独存储,每个Chunk分别进行管理。此外,还可以实现编辑器扩展,以允许美术团队修改SH细节值。 Light Probe data has the property of being stored as binary in lightAsset.It…
Keep readingAdvanced Ambient occlusion method implementation for your look-dev
Advanced Ambient occlusion method implementation for your look-dev. Advanced Ambient occlusion Purpose: AO handling of shaders When you guys usually…
Keep readingLut Bake for Substance Painter.
AUTHOR: JPLEE leegoonz@163.com I think you will understand a little bit about Tome mapping and Post Process Stack code structure…
Keep readingUE4 ACES Tone mapping port URP.
The Unity version used for training is 2021.1.18, and it was written based on the URP 11 version.用于训练的Unity版本为2021.1.18,基于URP 11版本编写。 We…
Keep readingPost Process Tone Mapping Editor Tweak.
Purpose:This course will be given to the art department flexibility.We will try to add parameters to Neutral Tone-mapping and use…
Keep readingTemporaly Hair lookdev Document.
Texture Set norm. Cleaned up the interface for Texture Channels.
Keep readingIridescence Lit model improvement for URP
Iridescence Lit model improvement for URP Iridescence based thin film. Transparent refraction with distortion. Preserved Physically correct pbr based. Masking…
Keep readingHorizon Occlusion ( Horizon Occlusion for Normal Mapped Reflections )
Horizon Occlusion for Normal Mapped Reflections
Keep readingAdvanced Skin Shader for Next-Gen Mobile games.
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。
Keep readingShadow Stylized Color
The color of the shadows is very important in the whole scene of the game. Artists have direct control over…
Keep readingMaterialX with Substance Painter batch installer.
https://github.com/leegoonz/MaterialX_batchInstall MaterialX Shader generation
Keep reading[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…
Keep readingLook dev material preview project initializing demonstration for unity.
Sync camera for game view with scene view and hot to setting up for. demonstration for use to Free camera…
Keep readingDual Specular IBL demonstration.
When I set up the lighting, I think I want to control the reflection expression of golden armor or metallic…
Keep readingIndirect Drawing with Unity
This is a reorganization of the Unity presentation. end of content.
Keep readingCustom Mipmap encoding practice.
此示例不是生产级别。该示例可以在生产级别使用,但是可以通过添加更有效的功能将其升级到完整的生产级别功能。This example is not a production level.This example can be used at the production level, but it can be upgraded…
Keep readingMore 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…
Keep readingExtra technique for Skin shader by URP
Dual Lobe BeckMann Custom HDR Reflection for More Metallic.
Keep reading开发皮肤着色器的注意事项。 2019版本。
Abstract… objectVarious considerations for the development of skin shaders for OpenGL 3.2 or higher devices released in the generation after…
Keep readingAnti-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…
Keep readingACES 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。
Keep readingX2M mobile mmo rpg
整个世界的空间为32 Km X 32 Km 真实地形世界空间为16Km x 16Km
运行时包括Light Probe SH数据流时完全流式处理(内部开发)。
远近阴影处理。 -VariableShadow,Distance ShadowMap(将视差阴影缓存视为纹理数组) -阴影卷代理网格系统。
Keep reading[Mobile shader] Dual Lobe GGX works
Unity3D URP Dual Lobe GGX works Dual Lobe Debug view.
Keep readingGamma Space skin shader development.
Developer: JPLee Email: leegoonz@163.com JP Lee | creating Game | Patreon Unity Version. Rendering pipeline: Standard RP. Summary. Most of…
Keep readingSubstance Painter Shader Guide part 3. – Adding to Gaussian Blur9
Summary. What you’re practicing in this post may be helpful when implementing a skin shader in the next.The goal is…
Keep readingOthorCulledGPU_LightMapper_Manager
根据针对场景lightmap效果改善的调查结果,发现现在美术在制作的时候效率非常低.首先来理解一下照明美术的特性吧。因为没有完全使用实时GI,所以需要进行烘焙.这个时候需要进行非常多的修改制作. 照明美术的作业需要非常细致,并且结果直接关系到最终的用户体验,因此可以支持反复预览查看的制作环境是一个非常重要的核心要素
Keep readingA description of the restoration of the glossy effect of indoor scene PBR.
A description of the restoration of the glossy effect of indoor scene PBR. a fundamental cause For the Unity or…
Keep reading如何存储在线性空间呈现伽马2.2 GUI。(不是伽马校正)
概述。
这个问题我们讨论相关问题的颜色空间线性spcace,如果你们已经从工作空间但是surdenly会改变γ颜色空间线性颜色空间在你的游戏。
Keep readingDevelopment of three-dimensional pupil shader.
Purpose of implementations.
One draw call rendering by one mesh.
Supporting customization of eyeball pupil.
Simple refraction FX.
Keep readingEnergy conserved specular blinn-phong.
Energy conserved specular blinn-phong implementation record Elements of Implementations Energy conserved diffuse with specular. Physically based Fresnel. Environments Reflectance. Ambient…
Keep readingICE SHADER FAMILY FOR MOBILE
Purpose of implementation. Fully support to mobile devices such as opengl-es 2.x to 3.x. Under limited of instruction counts 180.…
Keep readingDocument size independent texture size control.
Summary. This example presents, creates, and practices how the artists can control the texture size of the desired texture pass…
Keep readingSimple Jade Shader for mobile devices.
I shared the Unity shader code we made in 2018. I remember using a Surface Shader at that time because…
Keep readingSimple Pool Water
WATER SYSTEM Initialized version. OVERVIEW SPECIFICATIONS OF WATER SURFACE EFFECTS 水面折射(扭曲) 表面深度与颜色距离 ( FRESNEL ANGULAR VARIABLE COLOR EFFECT) 水面反射
Keep reading[experimental]LightMap shader tweaking.
The purpose if implementation. GI信息存储在Unity3D中的Baked Indirect中,使用Meta Pass来确定相邻的颜色值。评估最终结果的视觉效果时,比起真实值,控制更人为的颜色值的Color Bleeding强度,为了接近美术想要的最终品质,修改Unity3D提供的LightMap最终计算方式的过程。在创作早期原型时,使用Amplify Shader Editor等来快速实现,并与美术协商,以便将其添加到内部项目的lightmap计算中。 GI information saved in Baked Indirect of Unity3D is determined…
Keep readingCustomized 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…
Keep readingDUAL PARABOLIC MAT-CAP
Purpose of implementation. I was used screen space light texture technique (matcap or light-cap) since from 2006 in years.And then…
Keep readingUE4 PBR TO SUBSTANCE PAINTER SHADER
•pbr-metal-rough : Unreal Engine 4 PC •pbr-metal-rough-legacy-mobile : Unreal Engine 4.19 Mobile •pbr-metal-rough-mobile : Unreal Engine 4.20 Mobile 这是为艺术家开发的Substance-Painter Shader。如果您在项目中工作时修改了着色器,那么对艺术家来说是个好主意。
Keep readingSnow Cover with Multiple Blend Shader Practice.[2017]
这些是根据其他美术团队的需求开发shader的实验品。
Shader development prototypes according to the demand of other art teams.
Keep readingUnified shader works.
Shader Layout 着色器布局 Ground , Building , Skin , etc… “尽可能整合各种目的的Shader。把Shader编译容量降为最低。Ground , Building , Skin , etc…” Ground , Building,Skin…
Keep readingConcept of Lighting Node:Substance Designer
Baked lighting. First approached since by 2016 in years at Netease. This basic idea is to use the light source…
Keep readingCutscene Editor Slate Tutorial since by 2016.
这部影片是韩国人的声音。但是您只能通过观看视频来理解它。 This video is a Korean voice.But you can understand it only by watching the video.
Keep readingLINEAR SPACE LIGHTMAP RENDERING OVERVIEW
1. 首先,拿现在的PM02美术资源先会做个技术demo,之后我们再来听取美术们的意见,就不先直接解释技术了。
1-1 明确检讨技术以及性能层面。
1-1-1. 明确确认是Hardware sRGB Linear Space Rendering还是单纯在Shader里面处理。
Keep readingLocal Reflection bake system
Properties 虽然还没有必要全部实现Unity3D的所有设置,如果能分阶段都实现的话是最好的。下面罗列了基本要实现的值。1.intensity Value in Runtime settings. 2.Blend Distance : Distance值根据Sky Cube或者相邻的其它 Volum box的Cubmap之间的距离来设置Blending的值。 3.Box Projection. Properties 虽然还没有必要全部实现Unity3D的所有设置,如果能分阶段都实现的话是最好的。下面罗列了基本要实现的值。1.Marmoset Engine 에서 제작…
Keep readingMatcap Rim lighting for Mobile by 2013 in years.
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…
Keep readingJourney to the west [:西遊記:]
2013年,当我担任公司的技术美术总监时,我介绍了两个人开始制作的独立游戏。 我没有建立公司,但是我在良才洞Soho中心设有一个小办公室,并在与Someone合作之后进行了开发。 即使有一个基准测试游戏,但制作过程却是由于这样的事实,即诞生更接近工程师。 第二天就去公司工作……这并不困难,但游戏性也是一个问题。
Keep readingNVIDIA Tegra3 Tech Dev log by since 2011 in years.
Tech prototype works for Tegra3 GPU ordered from NVIDIA. Using the Nvidia physics engine with some configuration is very important.After…
Keep readingFreeze On Air online dev since by 2004 in years.
Invested from http://www.gomcorp.com/ and developed at Brownie Studio.A casual sports online game project where I left the design company Artbox…
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