Table of Contents 1. 什么是PBR? 为什么要用PBR? 2. 光的原理 3. 辐射测量学物理量(Radiometric Physics) 4. 渲染方程(Render Eq...
1. What is Depth Texture? Depth Texture is a RenderTexture that stores the depth value, range is...
1. Math Functions abs(x) Return the absolute value of the input parameter x. Click to S...
What is Convolution? Convolution is very useful in many areas, one of the most common applicatio...
In CG, CubeMap is the way to achieve Environment Mapping. it can simulate the environment around ...
Table of Contents 1. Application Stage 2. Geometry Stage 3. Rasterization Stage The pipe...
Unity support many kinds of rendering paths. For now there are three types of rendering path in U...
In many games, we can use special ability to see through the wall. So In this post I am going to ...
Currently found a post talked about ddx, and ddy function in shader, so here is a conclusion from...
An exercise of writing surface shader with vertex function to achieve dynamic discoloration of th...
Stencil Test is the test between Alpha Test and Depth Test in the Rendering Pipeline. The purpose...
In Game Development, we often use two ways to achieve transparent effect, Aplha Test and Alpha Bl...
Ramp Texture allows us to control the diffuse light of an object. Mask Texture can protect some p...
Bump mapping is used for giving models more details with cheap costs by modifying the normal of t...
The basic idea of “texture mapping” is to put a flat image onto the surface of a three-dimensiona...
Tangent Space is one of the important coordinate in CG. The most important usage of Tangent Space...
In this post, I focus on reviewing the Lighting Models I learned these days which are Diffuse(Lam...