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유니티의 라이팅이 안 이쁘다구요? (A to Z of Lighting)

Lambert, Half Lambert, Toon Shading, Light Probe, Physically Based Rendering

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유니티의 라이팅이 안 이쁘다구요? (A to Z of Lighting)

  1. 1. 유니티테크놀로지스코리아 필드엔지니어오지현
  2. 2. ATOZ OF LIGHTING Lambertian Physically Based
  3. 3. NdotL
  4. 4. LAMBERT image : http://www.gamedevforever.com/228
  5. 5. image : unity manual Lambert Half Lambert / Wrapped Diffuse
  6. 6. Toon Ramp
  7. 7. image : http://mtnphil.wordpress.com/ Indirect Lights
  8. 8. Directional Lights
  9. 9. http://docs.unity3d.com/356/Documentation/Manual/LightProbes.html Light Probes
  10. 10. http://docs.unity3d.com/356/Documentation/Manual/LightProbes.html
  11. 11. http://www.mrbluesummers.com/3510/3d-tutorials/3dsmax-mental-ray-sub-surface-scattering-guide SubSurface Scatering 표면하산란
  12. 12. image : http://www.farfarer.com/blog/2013/02/11/pre-integrated-skin-shader-unity-3d/ Pre-Intergrated Skin Fake SSS
  13. 13. Color Correction Color Grading
  14. 14. http://docs.unity3d.com/Manual/script-ColorCorrectionEffect.html
  15. 15. AN EXAMPLE OF THE PC GAME
  16. 16. AN EXAMPLE OF THE MOBILE GAME
  17. 17. AN EXAMPLE OF THE MOBILE GAME
  18. 18. AN EXAMPLE OF THE MULTI PLATFORMGAME
  19. 19. The Evolution of Game Graphics Metal Gear Solid by FOX Engine
  20. 20. Physically Based Rendering Next Evolution :
  21. 21. Refraction (굴절) Snell’s Law
  22. 22. Reflection (반사) image : www.superhqwallpapers.com
  23. 23. image : http://www.gamedevforever.com/35
  24. 24. Everything has fresnel diffuse specular image : Everythig is shiny, John hable
  25. 25. image : physics and math of shading, siggraph 2013 Lights
  26. 26. image : physics and math of shading, siggraph 2013 Lights
  27. 27. Microfacet Microgeometry 미세표면 Roughness Glossiness 거칠기 image : Mastering Physically Based Shading in Unity 5, Unite2014
  28. 28. Metals colored reflection more reflective image : wikipedia
  29. 29. Reflection
  30. 30. Reflection Probes
  31. 31. image : http://www.aversis.be/tutorials/vray/vray-20-gi-methods.htm Indirect Lights
  32. 32. Cubemap
  33. 33. Image Base Lighting
  34. 34. High Dynamic Range
  35. 35. One Standard Shader
  36. 36. Conservation ofEnergy 에너지보존법칙
  37. 37. Incoming Light => diffuse + reflection + refraction
  38. 38. Sharper reflections = stronger blurry reflections = dimmer
  39. 39. http://forum.unity3d.com/threads/real-time-global-illumination-for-all-versions-of-unity-w-i-p.206191/ Global Illumination
  40. 40. Thank you !

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