lly note

书写链接

github.readme https://www.cnblogs.com/sishuiliuyun/p/4401915.html

URP 快速转换

Unity Built-in转URP速查表 https://cuihongzhi1991.github.io/blog/2020/05/27/builtinttourp/
URP Basic https://edom18.hateblo.jp/entry/2020/11/12/093146

个人常用书籍相关

Filament中基于物理的渲染 https://jerkwin.github.io/filamentcn/Filament.md.html
GPU Gems https://developer.nvidia.com/gpugems/gpugems/part-iii-materials/chapter-16-real-time-approximations-subsurface-scattering
The Cg Tutorial https://developer.download.nvidia.cn/CgTutorial/cg_tutorial_chapter08.html
microsoft DirectX Technical Articles https://docs.microsoft.com/zh-cn/windows/win32/dxtecharts/cascaded-shadow-maps?redirectedfrom=MSDN
Learn Opengl https://learnopengl.com/Advanced-Lighting/Parallax-Mapping
The Book of Shaders https://thebookofshaders.com/11/?lan=ch
Opengl Tutorial http://ogldev.atspace.co.uk/www/tutorial20/tutorial20.html
realtimerendering http://advances.realtimerendering.com/
UnityEditor Book http://49.233.81.186/customeditor.html
GPU Zen Books http://www.realtimerendering.com/resources/shaderx/
PBR Books http://www.pbr-book.org/3ed-2018/contents.html
Foundations of Game Engine Development http://foundationsofgameenginedev.com/

数学

画数学函数曲线 https://www.desmos.com/calculator/0ovfwwmfrb
动画曲线easings https://easings.net/
游戏数学相关知识https://www.3dgep.com/category/math/

Maya插件开发Tutorial

https://www.chadvernon.com/maya-api-programming/introduction/

法线混合算法

https://blog.selfshadow.com/publications/blending-in-detail/

Dynamic wrinkle Maps, Dynamic Normal Maps,皱纹法线细节融合

https://www.artstation.com/leahmcewen/blog/0Yl7/dynamic-wrinkle-maps-in-ue4
http://janbubenik.blogspot.com/2009/10/dynamic-normalmaps-for-faces.html
https://blogs.unity3d.com/2015/05/28/wrinkle-maps-in-the-blacksmith/
https://www.artstation.com/artwork/nYNwn6
https://silo.tips/download/animated-wrinkle-maps
http://developer.amd.com/wordpress/media/2012/10/Oat-Wrinkles%28Siggraph07%29.pdf
https://graphics.unizar.es/papers/JimenezWrinkles_low.pdf

草地交互、燃烧、interact grass

草的交互及燃烧效果模拟 https://gameinstitute.qq.com/community/detail/117309
动态草地制作 http://walkingfat.com/dynamic-grass-%e5%8a%a8%e6%80%81%e8%8d%89%e5%9c%b0%e5%88%b6%e4%bd%9c/
移动端草海的渲染方案 https://baddogzz.github.io/2020/01/14/Unity-Grass-01/
割草、烧草 https://baddogzz.github.io/2020/01/20/Unity-Grass-04/
Grass-Shader https://roystan.net/articles/grass-shader.html

树叶、foliage、vegetation

树叶体积感渲染 http://walkingfat.com/foliage-rendering-%e6%a0%91%e5%8f%b6%e4%bd%93%e7%a7%af%e6%84%9f%e6%b8%b2%e6%9f%93%e4%ba%8c/
Foliage#Vertex_Normals http://wiki.polycount.com/wiki/Foliage#Vertex_Normals
stylized-nature-vegetation https://80.lv/articles/stylized-nature-vegetation-animation-shaders/
Between Tech and Art: The Vegetation of 'Horizon Zero Dawn' https://www.gdcvault.com/play/1025530/Between-Tech-and-Art-The
Stylized Tree tutorial https://www.patreon.com/posts/25192376
Anti-aliased Alpha Test:Alpha To Coverage https://bgolus.medium.com/anti-aliased-alpha-test-the-esoteric-alpha-to-coverage-8b177335ae4f

布料、飘带、dynamicBone、cloth

Dynamic Bone (&乳搖) 研究筆記 https://forum.gamer.com.tw/C.php?bsn=60602&snA=2943
DynamicBones-GPUSkinning DynamicBones-GPUSkinning
uSpringBone https://github.com/EsProgram/uSpringBone
SPCRJointDynamics https://github.com/SPARK-inc/SPCRJointDynamics
Magica cloth https://magicasoft.jp/en/magica-cloth-2/

Water 水

Unity中简单水的效果实现 https://ciel1012.github.io/2019/10/29/unitywater/

Glass 玻璃

如何在游戏中表现玻璃的质感 https://mp.weixin.qq.com/s/-ukjq_pJqCCAYHQEcmzO3w?tdsourcetag=s_pcqq_aiomsg

Bent Normal、 Ambient Occlusion

GPU-based Bent Normal and Ambient Occlusion https://github.com/Fewes/BNAO
Directional AO https://sawcegames.com/en/post/directional-ao

VFX

https://lexdev.net/tutorials/case_studies/gears_hammerofdawn.html

ShadowMap

CascadedShadowMapping https://github.com/chenyong2github/CascadedShadowMapping
CascadedShadowMapping https://docs.microsoft.com/zh-cn/windows/win32/dxtecharts/cascaded-shadow-maps?redirectedfrom=MSDN
CascadedShadowMapping http://ogldev.atspace.co.uk/www/tutorial49/tutorial49.html
How-to-detect-edge-of-shadow-map-texture [https://stackoverflow.com/questions/49595694/how-to-detect-edge-of-shadow-map-texture-glsl]
DFAO and Soft Shadows based on SDF - A Unity Productionhttps://zephyrl.github.io/SDF-Unity/

Wind

https://connect.unity.com/p/deconstructing-unity-trees-for-wind-zone-dynamics?_ga=2.66396201.608996043.1612230376-1794960821.1607928012

CombineMesh

带多个submeshes模型合并,无法显示https://answer.uwa4d.com/question/5fe55b1a10a17c6c2b09d778 需要对每个CombineInstance重新指定三角面,才能正常显示带多个submeshes的模型 for (int i = 0; i < ms.subMeshCount; ++i) { CombineInstance ci = new CombineInstance(); ci.mesh = ms; ci.transform = tr; ci.subMeshIndex = i; ci.mesh.triangles = ms.triangles; lstCombineInstances.Add(ci); }

Fur

a signed distance field baker for Unityhttps://github.com/xraxra/SDFr

Local Motion Phases动作合成

[https://github.com/sebastianstarke/AI4Animation]

其他

光影的原理 Lights and Shadows https://ciechanow.ski/lights-and-shadows/