Packed Metallic and smoothness information together in NormalMap.
Usually, I used custom functions created and used, but it is more convenient to use visualized nodes for examples, so I tried…
How to enable two-sided rendering in Substance Designer?
如何在 Substance Designer 中启用两侧渲染? How can I enable Two side rendering in Substance designer? Yesterday I was asked a question by a…
How I could be simulation Display p3 Color Gamut inside Game-Engine development mode.
Author : leejungpyo@corp.netease.com First published this topic : 2021.5.10 What is this issues I was focused on now. Purpose. Basically Chinese game…
(CN)Nintendo Switch game contents GPU Frame profiling.
在撰写本文之前,我想指出我是Nintendo Switch的真实用户。请注意,本文仅涉及如何使用仿真器进行分析来分析GPU框架。 Nintendo Switch game 是一个页面,它汇总了使用 Frame debug 进行分析的方法 Summary Emulator CEMU EmulatorYUJU Emulator Early version.INTEL GPA GPU Analyzer. RenderDocControllerProfile. 在上面两个中选一个就可以。 建议准备游戏控制器。您可以在淘宝等处购买任天堂Switch的游戏控制器,也可以使用XBOX…
[CN]Physically Based Shading in Theory and Practice. SIGGRAPH 2020 Course
Course OrganizersStephen Hill Lucaslm Stephen McAuley Sony Santa Monica Studio Presenters Laurent Belcour Unity Technologies Will Earl MPC Film Niklas Harrysson Autodesk…
[KOR]Physically Based Shading in Theory and Practice. SIGGRAPH 2020 Course
Course OrganizersStephen Hill Lucaslm Stephen McAuley Sony Santa Monica Studio Presenters Laurent Belcour Unity Technologies Will Earl MPC Film Niklas Harrysson Autodesk…
Indirect Drawing with Unity
This is a reorganization of the Unity presentation. end of content.
Custom 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 to a…
How to modify to mipmap bias more easily? Case Study
Unity引擎mipmap偏差值的默认值为“ -100”。通常,推荐值为“ -0.5”。但要自己设置艺术家。如何更改设置?研究如下。您可以使用随附的Unity项目对其进行测试。 The default value for the Unity engine mipmap bias value is “-100”. In general, the recommended value is “-0.5”.…
Blur control-Mipmap bias handling
请先阅读。最新的Unity版本的Kaiser滤镜无法达到传统的NVIDIA Kaiser滤镜结果。实际上,Unity公司修改了Kaiser滤镜结构,但这是加快导入纹理速度的一种方法。甚至最新的2020年Kaiser过滤器版本也比以前更清晰。Read it first.The latest Unity version of the Kaiser filter does not reach the traditional NVIDIA Kaiser filter results.In fact, the…
Difference between Texture Array and Texture Atlas (simplified version)
在Unity 做Rendering相关优化时不得不使用TextureArray 。这是因为Unity里为了减少 DrawCall 而使用的 Batching。简单来说新画的material和Mesh种类越多,DrawCall 就会越多。但是 DrawCall 不便宜,会消耗很大的CPU性能。所以Unity 会自动进行 Batching 。使用同样的material就会自动捆绑,使用同样的Mesh也会自动捆绑.
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 2019. SubjectUsing…
Tile Based Deferred Rendering
Immediate ModeRendering (IMR) 把三角形Rasterizing,以像素(pixel)为单位进行Shading的传统方式。三角形通过流水线及时移动。耗电以及浪费memory bandwidth(Early Visibility Test功能:为了使用这个功能,三角形要以序列的方式进入。因此,应在应用部分将三角形进行分类(sorting)。
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。…
Create maxscript threads by separating them
Create maxscript threads by separating them
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.…
Toon Shader Additional FX
Purpose of implementations 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。 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…
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…
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…
Substance 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 to understand…
Substance Painter Shader Guide part 2. – Adding to custom structure.
By implementing Alexa LogC converters (El 1000) inside the Substance Painter Shader, we will learn how to build a structure and directly…
URP BoatAttack URP Research Report – Part3-Quantization(量化)Process
URP BoatAttack URP Research Report – Part3-Quantization(量化)Process Origianl Resources from Unity3D with Unity Korea. Documents Organizing by JP.Leeleegoonz@163.com summary. We analyze the…
URP BoatAttack URP Research Report – Part 2 – Gerstner Wave
Original Resources from Unity3D with Unity Korea. Documents Organizing by JP.Leeleegoonz@163.com summary. We analyze the features used for the rendering of the…
URP BoatAttack URP Research Part 1 – Applying Water Package into Other Project of Unity3D.
Summary. The URP Water Package distributed by the Unity3D Lab is more easily understood as a document and arranged to be transplanted…
Substance Painter Shader Guide part 1. – Adding to custom Sun light.
Summary. No matter how well the game engine and substance painter’s tone mapping structure is matched, the art team puts the result…
OpenColorIO-Tools Installation inside of your Linux(Ubuntu,Fedora)
OpenColorIO-Tools Installation inside of your Linux(Ubuntu, Fedora) Write by JP.Lee OpenColorIO-Tools Installation inside of your Linux(Ubuntu, Fedora) When you guys working on…
Substance Painter Color Profile A to Z part 1.
This post describe about Aces and etc as many tone mapping.
Post Processing?Substance Painter Color Profile.
This post describe about Aces and etc as many tone mapping.
How to easy build Blender Code
How to easy build Blender Code.
How to use to Set properties based on LWRP
How to Set properties based on LWRP. Purpose of implementations this script.Someone wanna binding camera FOV(Field of view) value to some of…
Toon Style Splash FX practice.
Purpose of Practice 概要。项目瀑布波纹效果的要求。内容。参考游戏 : RIM2 Shader 的实现。使用不同的两张波纹(Ripple)纹理,各自设置不同的速度使波纹效果更自然。为了让Mesh的波纹呈现向外围渐渐消失的效果,使用Vertex Color。 为了在Shader使波纹的边缘自然地Fade-out,Vertex color 要用 mask。 Shader Snippet 该着色器是使用“ Amplify Shader Editor”创建的。 This shader was created…
WORLD SPACE NORMAL USAGE INSIDE SUBSTANCE DESIGNER
Preface. A demonstration for learning about the concept that can actively utilize the information of various information textures baked. 前言。学习可以积极利用烘焙的各种信息纹理的信息的概念的演示。
2D Lut adjustment for mobile LUT with Photoshop.
Please note that using Photoshop for grading isn’t recommended as it only has very limited capabilities when it comes to 32bit editing.…
White color temperature calibrations of game engines
SP 和Unity引擎或者虚幻引擎等多数引擎之间都有显示上的差异。 现在我们需要了解两个方面。 这本书的后面也会讲到,就算是通用的pbr渲染,内部也会有软件上的差异。 差距明显的例子有,随着 Sampling 次数的不同,渲染的品质也有很大的差距。
AUTO-GENERATION SURFACE CHARACTERISTIC FILTER
summary. This example is about developing a filter that automatically generates the Roughness and Metallic values of a surface using a list…
有效运用 Color mask 和开发 Automation material。[2017]
OVERVIEW 来了解下怎么用 SD 构成制作工程。 为了维持PBR的品质,我们美术要用 SD 的各种功能制作系统并深入理解 SD 的 Workflow。
Cutscene 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.
Stylized Texturing Substance Designer tutorial since by 2013 in years.
This post is an example of the process of combining Substance designer and Unity shading while learning the Substance designer for the…
Cat Warrior Substance Package. V.1.0
This asset pack made by since 2014 When I live in Korea. It data pack have substance desinger material with related shader…