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SHADERS RESEARCH A& DEVELOP

Technical artist work for tianyu at Netease in China.

 

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Technical artist work for tianyu at Netease in China.

 

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PBR Base Research for in-house game renderer.

 

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Substace painter Baked lighting

在韩国Substace研究小组(负责人JP)中提出的Baked Lighting技法被Allegorithmic本公司采纳,搭载于最新版本。

 

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Substace painter Baked lighting

在韩国Substace研究小组(负责人JP)中提出的Baked Lighting技法被Allegorithmic本公司采纳,搭载于最新版本。

 

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综合考虑渲染引擎的特性,以3个属性为中心来实现。

 

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anizo improvement with IBL efficiently function exposure for artist.

 

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Ambient irradience light LUT texture It I made to sphrerical LUT teuxture type and I implementaiton custome lighting for this mobile character.

 

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PBR Shader implementation 1st step.

It is just add to specular IBL.

 

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I has some implementation today  like a lookup AO texture based function for fake tweakable color expose and gamma.(Test model is extract from Valve DOTA2 game data with my owne game data.)This shader has more functionally for 3D mobile artist that is lightness and then powerfull fake two back lighting.Two back lighting is just lookup texture based improve for more Matcap and rim lighting.

I has some implementation today  like a lookup AO texture based function for fake tweakable color expose and gamma.

 

This shader has more functionally for 3D mobile artist that is lightness and then powerfull fake two back lighting with utilized substance designer.

 

Two back lighting is just lookup texture based improve for more Matcap and rim lighting.

 

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This character used custom mobile skin shader.That shading theory is blend normal and sin base ambient cut out darkness attenuation.

It has support to surly all android device and ios device all even thought It just support for NVIDIA Shield game device.

 

 

We some made skin shader.

Our fake SSS skin shader implementation theory used blend normal.

 

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At the first, This prototype was 2 years ago earlier. SoI made it not to finished work.... it has some bugs and some not matched shader function from my ideas.
Surely still make to WIP. :(

 

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Spherical environment metal Shader for mobile.

 

Unity3D reflection (used ‘CubeMap’) shader is very expensive.Unity3D those not support built in metallic shader.Basement shader technique is “Cook Torrance” lighting model.

 

It used Cook-Torrance light model shader technique for nvidia mobile tegra AP and Project Codex mobile.This shader has more optimizing mobile HW by CG function.

 

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This shader were implementated by perlin noise look up table base for lava surface deform and other one more shader were implemented by double sin base wave and offset texturing parameter.

 

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테그라 3 에서 유니티의 뎁스쉐도우를 사용 할 수 없는 탓에 오픈지엘로 프로젝션 쉐도우를 구현.

연산정밀도를 최소화 하였고 씬 안에서 그림자와 케릭터의 방향을 제정렬 하는 클래스 추가.

 

프로젝션 쉐도우의 고질적인 차폐면 간섭을 마이너스 벡터를 사용 하여 최소화.

 

그림자의 색을 조명의 컬러등의 색에 따라 보색에 가깝게 처리 될 수 있게 처리.

 

구현의 목표는 피직스의 렉돌 데이터 처리 후 마지막 부분에서 부들거리는 현상을 완전히 픽스 하는데 있음.

 

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그래서 Matcap 쉐이더를 라이팅이 적용 되도록 수정.

프로브 라이팅이 적용 된다.

다만 라이트가 적용 되다 보니 암비언트 부분이 조금 거슬린다.

이 부분은 Diffuse Wrap 과 Half LAmbert 를 적당히 섞어서 넣어 주는 게 좋을 듯.

 

다만 이러면 그다지 가벼운 쉐이더라고 볼 수 없어지게 되는게 아닌지 싶다.

 

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