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Triplanar Mapping (3면 ) - PostProcessVolume 세부 세팅 - Bloom 메서드 stand 강도 4.5 - Image Effects 비네트강도 0.85 - White Balance 온도10500 자료 출처 https://www.cs.cmu.edu/afs/cs/academic/class/15462-s09/www/lec/24/lec24.pdf Triplanar Mapping (aprendeunrealengine.com) Triplanar Mapping www.aprendeunrealengine.com UV 체커 텍스처 – 토마스 슈몰 (oxpal.com) UV Checker Texture A tiling Checker-Texture to help with UVW mapping. www.oxpal.com 플래터 | 침례 .. 2021. 8. 20.
HLSL_04 const float PI = 3.14159265; float map(vec3 p) { return length(p) - .4; } // aka calc gradient vec3 calcNormal(vec3 p) { return normalize(vec3( map(p + vec3(.001, .0, .0)) - map(p - vec3(.001, .0, .0)), map(p + vec3(.0, .001, .0)) - map(p - vec3(.0, .001, .0)), map(p + vec3(.0, .0, .001)) - map(p - vec3(.0, .0, .001)) )); } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 screen_po.. 2021. 8. 19.
HLSL_03 const float PI = 3.14159265; void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 screen_pos = ((4.0 * fragCoord.xy) - iResolution.xy) / iResolution.xy; float x = screen_pos.x; float y = screen_pos.y; float n=7.; float m=2.; float a=1.; float b=-1.; float s = (a * sin(PI * n * x) * sin(PI * m * y)) + (b * sin(PI * m * x) * sin(PI * n * y)); vec3 col = vec3(1. - abs(s)); fragColor = vec.. 2021. 8. 19.
HLSL_02 ShaderToyTest void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = fragCoord.xy / iResolution.xy; vec3 col = vec3(uv.x, uv.y, 0.); fragColor = vec4(col, 1.0); } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = fragCoord.xy / iResolution.xy; vec3 col = vec3(uv.x * uv.y); fragColor = vec4(col, 1.0); } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 .. 2021. 8. 19.