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Toon Face Shadow (SDF) https://zhuanlan.zhihu.com/p/552097741?fbclid=IwAR3m0aCSzh5NIAR2dJs-8AzYQajEUZW-k7wjUGgdrxdUmg07FbUGrPVt3yM 【03】Unity URP 卡通渲染 原神角色渲染记录-Function-Based Light and Shadow: Emission + SDF脸部阴影 点击下面链接,B站上传了实际Game窗口效果,视频有压缩,实际运行效果更好些~ 【1080P高码率】Unity URP管线,仿原神渲染,第6弹,人物展示场景更新_哔哩哔哩_bilibili系列一共5篇: 【01】Unity URP zhuanlan.zhihu.com https://zhuanlan.zhihu.com/p/361716315 卡通渲染之基于SDF生成面部阴影贴图的效果实现(URP) 看了很多大佬的..
언리얼 애니메이션 개발 관련 자료 https://madframe.blogspot.com/ 3DAnimator "MadFrame" - Portfolio madframe.blogspot.com http://ndcreplay.nexon.com/NDC2017/sessions/NDC2017_0077.html#k%5B%5D=%EC%95%A0%EB%8B%88 NDC Replay 본 홈페이지에 게재, 공개된 발표자료, 동영상, 이미지, 스크립트 등 일체의 저작물(이하 “저작물”이라 합니다)에 대한 저작권 (2차적저작물작성권 및 편집저작물작성권 포함)은 해당 저작물 ndcreplay.nexon.com https://youtu.be/0lEr62LQFpk https://youtu.be/nxzfJcwyj1Y https://youtu.be/Xu-vh0rFwaQ
The Entity-Component-System https://www.gamedev.net/articles/programming/general-and-gameplay-programming/the-entity-component-system-c-game-design-pattern-part-1-r4803/ The Entity-Component-System - C++ Game Design Pattern (Part 1) This article is about an Entity-Component-System (ECS) implementation coded in C++. An ECS is a design pattern mostly encountered in game development. It greatly improves the overall game archi..
전투 시스템 버프 디버프 패턴 참고자료 https://gamedev.stackexchange.com/questions/29982/whats-a-way-to-implement-a-flexible-buff-debuff-system
SNN/Kuwahara Filter https://www.shadertoy.com/view/MlyfWd Shadertoy www.shadertoy.com
voronoi-noise/ https://www.ronja-tutorials.com/post/028-voronoi-noise/ Voronoi Noise Summary Another form of noise is voronoi noise. For voronoi noise we need a bunch of points, then we generate a pattern based on which point is the closest. This specific implementation of voronoi noise will work based on cells just like most of the previo www.ronja-tutorials.com
UE5.1 모바일 디퍼드 https://zhuanlan.zhihu.com/p/575618981?fbclid=IwAR38KPn70mGXVhYm1DW4jVNfwswFwP3zlHXVVDEpPApAqPkuC8BO2KOifEk UE5.1移动端延迟渲染管线测试与剖析 UE5.1对移动端延迟渲染做了一波大更新,在只使用3张gbuffer(不算SceneColor和Depth)的情况下支持了桌面端全部的shadingmodel,并且对Vulkan、Metal甚至是GLES都做了On Chip Memory的带宽优化。正好前面我刚折 zhuanlan.zhihu.com .
나이아가라 포스트 프로세스 https://github.com/wankotank/NiagaraPostProcessPlugin GitHub - wankotank/NiagaraPostProcessPlugin: NiagaraPostProcessPluginのソース NiagaraPostProcessPluginのソース. Contribute to wankotank/NiagaraPostProcessPlugin development by creating an account on GitHub. github.com https://qiita.com/EGJ-Takashi_Suzuki/items/34ae1b6de73de6c02230 [UE4]Merry Niagara Post Process!!! - Qiita 序文 みなさんNiagaraでエキサイティンしています..