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尚未进行身份认证

Sometimes when I look at the world, i can see a line behind it.

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TA的排名 5k+

PBR贴图校验

注:Substance中在进行校验的时候,非金属的Albedo值校验的时候,灰度值计算使用的是:Gray=(Red*0.299+Green*0.587+Blue*0.114)金属的Specular值校验的时候,灰度值计算使用的是:Gray=(Red+Green+Blue)/3...

2019-07-26 16:10:25

PBR TEXTURE CONVERSION

https://marmoset.co/posts/pbr-texture-conversion/#spectometal

2019-07-18 18:08:33

Depth Peeling

http://developer.download.nvidia.com/assets/gamedev/docs/OrderIndependentTransparency.pdf

2018-10-10 17:16:03

Linear Vs Gamma For Textures Of Unity Standard Material

AlbedoshouldbesRGB,notlinear.Itshouldbenotedthatforthemostpartit'snothowthey'resavedbuthowthey'recreatedeventually read.Theimageformatsthemselvesdon'tusuallyhaveaconce...

2018-07-06 12:08:40

Crunch compression of ETC textures

IntroductiontoCrunch:CompressingDXTtextures.Crunchisanopensourcetexturecompressionlibrary©RichardGeldreich,Jr.andBinomialLLC, availableonGitHub.Thelibrarywasoriginallyd

2018-01-05 11:33:28

C#字符串连接消耗

1、Concatenation istheprocessofappendingonestringtotheendofanotherstring.Whenyouconcatenatestringliteralsorstringconstantsbyusingthe + operator,thecompilercreatesasingle

2017-10-13 21:04:33

渲染状态改变消耗详情

参考:https://computergraphics.stackexchange.com/questions/37/what-is-the-cost-of-changing-statehttp://media.steampowered.com/apps/steamdevdays/slides/beyondporting.pdf

2017-08-29 10:53:44

CommandBuffer.Blit BuiltinRenderTextureType.CameraTarget为空的问题

当使用CommandBuffer来实现后处理的时候,发现cb.Blit(BuiltinRenderTextureType.CameraTarget,...)无效,在FrameDebug中看到传入的_MainTex为Whilte,原因:在Forward模式下,默认相机是渲染到BackBuffer,而在渲染的时候,无法直接读取BackBuffer(Deffered模式下有GBuffer),解决

2017-08-02 11:34:45

Animation Compression: Unity 5

Unity5 isaverypopularvideogameengineonmobiledevicesandotherplatforms.Beingastateoftheartgameengine,itsupportseverythingyoumightneedwhenitcomestocharacteranimationin

2017-07-03 21:07:30

Lighting Models and BRDF Maps

A Bi-directionalReflectanceDistributionFunction (BRDF)isamathematicalfunctionthatdescribeshowlightisreflectedwhenithitsasurface.Thislargelycorrespondstoa lightingmodel inU

2017-03-19 22:46:14

Null check not work for GameObject sometimes

ExampleCode:   voidTest(objectobj)      {        if(obj==null){          //Somethingtodo        }      }WhentheobjisaninstanceofG

2017-02-10 15:07:18

GPU截帧工具备忘

因为系统重装,需要用到GPU截帧工具来分析游戏的时候,瞎折腾了好久。一直以为自己原来用的是Nvidia的工具(因为电脑是Nviadia显卡),下载了多个版本的PerfHUD,不是本身报错,就是游戏启动报错。然后尝试SNight,也是进入到游戏之后,刚显示出HUD的时候,就报错了(尝试其他游戏是正常的)。分明记得原来自己分析过这款游戏的。后面实在没辙了,就想,换个工具吧。然后下载了GPA,一打开,看

2016-10-23 14:50:09

Weird Shader Problem On OpenGLES 3.0

Shader在OpenGLES2.0上显示正常,在OpenGLES3.0上显示异常(Pink)原因:structv2f中SV_POSITION的定义放在了另外两个定义之后,似乎当SV_POSITION的定义前面有其他超过(或者等于)两个定义时候,就会出现这样的问题。解决:将SV_POSITION放到structv2f最前面定义

2016-07-20 11:03:13

Shader Depth Offset [Polygon Offset]

OffsetFactor,UnitsfactorSpecifiesascalefactorthatisusedtocreateavariabledepthoffsetforeachpolygon.Theinitialvalueis0.unitsIsmultipliedbyanimplementation-specifi

2016-07-11 15:19:58

Half精度解析

故事开始于UnityDoc中关于Half的进度的解释Mediumprecision: halfMediumprecisionfloatingpointvalue;generally16bits(rangeof–60000to+60000,withabout3decimaldigitsofprecision).Halfprecisioni

2016-06-30 21:43:31

StaticBatchingUtility.Combine Not Working

ThereisarequirementforimportedmeshestobeusableonCombine():"Read/WriteEnabled"flagmustbesetonmeshimportsettings.

2016-05-20 15:55:52

Serialization Best Practices

UnitySerializationSoyouarewritingareallycooleditorextensioninUnityandthingsseemtobegoingreallywell.Yougetyourdatastructuresallsortedoutarereallyhappywithhowthetoo

2016-03-30 15:57:53

Change Queue Not Work In Unity Shader

Problem:Itseemslikethereissomesortofbugwithshaders/materialsregardingrenderqueues.IhaveshaderthatissettobeinGeometry+10,andanothershaderthatissettobeintheGeome

2016-03-19 10:22:02

Default Access Modifiers (C#)

Shortanswer: minimumpossibleaccess Longanswer:Non-nested types,enumerationanddelegateaccessibilities (mayonlyhaveinternalorpublicaccessibility)|Defaul

2016-02-16 09:48:13

GTA V - Graphics Study

Part1:DissectingaFramehttp://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/Part2:LODandReflectionshttp://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-stu

2016-01-05 12:25:28

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