유니티테크놀로지스코리아 필드 엔지니어 오지현
유니티테크놀로지스코리아필드 엔지니어 오지현
A TO ZOF
LIGHTING
Lambertian Physically Based
N dot L
LAMBERT
image : http://www.gamedevforever.com/228
image : unity manual
LambertHalf Lambert /
Wrapped Diffuse
Toon Ramp
image : http://mtnphil.wordpress.com/
Indirect Lights
Directional Lights
http://docs.unity3d.com/356/Documentation/Manual/LightProbes.html
Light Probes
http://docs.unity3d.com/356/Documentation/Manual/LightProbes.html
http://www.mrbluesummers.com/3510/3d-tutorials/3dsmax-mental-ray-sub-surface-scattering-guide
SubSurface Scatering표면하산란
image : http://www.farfarer.com/blog/2013/02/11/pre-integrated-skin-shader-unity-3d/
Pre-Intergrated SkinFake SSS
Color CorrectionColor Grading
http://docs.unity3d.com/Manual/script-ColorCorrectionEffect.html
AN EXAMPLE OF THE PC GAME
AN EXAMPLE OF THE MOBILE GAME
AN EXAMPLE OF THE MOBILE GAME
AN EXAMPLE OF THE MULTI PLATFORM GAME
The Evolution
of
Game Graphics
Metal Gear Solid by FOX Engine
Physically
Based
Rendering
Next Evolution :
Refraction(굴절)
Snell’s Law
Reflection (반사)
image : www.superhqwallpapers.com
image : http://www.gamedevforever.com/35
Everything has fresnel
diffuse specular
image : Everythig is shiny, John hable
image : physics and math of shading, siggraph 2013
Lights
image : physics and math of shading, siggraph 2013
Lights
Microfacet Microgeometry미세표면
Roughness Glossiness거칠기
image : Mastering Physically Based Shading in Unity 5, Unite2014
Metals
colored reflection more reflective
image : wikipedia
Reflection
ReflectionProbes
image : http://www.aversis.be/tutorials/vray/vray-20-gi-methods.htm
Indirect Lights
Cubemap
Image Base Lighting
High Dynamic Range
One Standard Shader
Conservation of Energy에너지 보존 법칙
Incoming Light =>
diffuse + reflection + refraction
Sharper reflections = stronger
blurry reflections = dimmer
http://forum.unity3d.com/threads/real-time-global-illumination-for-all-versions-of-unity-w-i-p.206191/
Global Illumination
Thank you !