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

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Albedo chart

General PBR infoPhysically based rendering (PBR) is a subset of computer-generated imagery that aims at production of pictures while making use of physically based shading.There's a lot of info about this theme written already, so I wouldn't copy-paste

2020-05-13 14:42:32

Feeding a physically based shading model

Physically based rendering (PBR) require to use physical lighting setup and good spatially varying BRDF inputs (a.k.a textures) to get best results.Feeding the shading model with physically plausible data is in the hand of artists.There are many texture

2020-05-13 12:30:01

Static Batching Breaking Problem

SymptomsMy scene contains a group of static Mesh Renderers and a dynamic/ non-static Mesh Renderer. For some reason, the static Meshes are being split into separate draw calls.CauseUnity does a ...

2019-11-27 16:28:13

Photoshop中PNG转TGA的方法

Photoshop中PNG转TGA的方法(也可以用来查看单独的RGB通道(不透明显示))1、Layer->Layer Mask->From Transparency2、Shift-click禁用Mask可以在Photoshop中预览不透明的图像效果(类似TGA的预览效果,也可以切换到通道面板预览对应的通道)3、. 复制Layer Mask通道作为Alpha通道,然后另存为T...

2019-11-18 10:56:34

PNG Messy Alpha Problem - White Around Edges

The reason for this is due to how the texture image was authored, combined with the filtering that most 3d engines use when textures are displayed at different sizes on screen.Your image may have co...

2019-09-19 11:12:57

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

Albedo should be sRGB, not linear. It should be noted that for the most part it's not how they're saved but how they're created eventually read. The image formats themselves don't usually have a conce...

2018-07-06 12:08:40

Crunch compression of ETC textures

Introduction to Crunch: Compressing DXT textures.Crunch is an open source texture compression library © Richard Geldreich, Jr. and Binomial LLC, available on GitHub. The library was originally d

2018-01-05 11:33:28

C#字符串连接消耗

1、Concatenation is the process of appending one string to the end of another string. When you concatenate string literals or string constants by using the + operator, the compiler creates a single

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

Unity 5 is a very popular video game engine on mobile devices and other platforms. Being a state of the art game engine, it supports everything you might need when it comes to character animation in

2017-07-03 21:07:30

Lighting Models and BRDF Maps

A Bi-directional Reflectance Distribution Function (BRDF) is a mathematical function that describes how light is reflected when it hits a surface. This largely corresponds to a lighting model in U

2017-03-19 22:46:14

Null check not work for GameObject sometimes

Example Code:      void Test(object obj)            {                if (obj == null) {                    //Something to do                }            }When the obj is an instance of G

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:struct v2f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struct v2f最前面定义

2016-07-20 11:03:13

Shader Depth Offset [Polygon Offset]

Offset Factor, UnitsfactorSpecifies a scale factor that is used to create a variable depth offset for each polygon. The initial value is 0.unitsIs multiplied by an implementation-specifi

2016-07-11 15:19:58

Half精度解析

故事开始于Unity Doc中关于Half的进度的解释Medium precision: halfMedium precision floating point value; generally 16 bits (range of –60000 to +60000, with about 3 decimal digits of precision).Half precision i

2016-06-30 21:43:31

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