像素图形实验第一部分
在周末,我喜欢尝试一些小的爱好项目。通常是为了学习新的东西。这个周末,我很好奇地想看看统一的“脚本渲染管道”,目标是“像素艺术”风格的3D。
有草和彩色形状的花园小径:


这里使用SRP来呈现每个像素位标志(例如是否要大纲)和唯一对象ID的自定义缓冲区。然后,延迟渲染-esque传递复合缓冲区,以确保轮廓是1/x厚。
接下来,我认为很有意思的是:
- 抖动的阴影和/或细胞阴影延迟照明。
- 与艺术风格相匹配的布卢姆和环境遮挡。
- 前景/背景优先级的概念,这样蓝色立方体前面的草就没有蓝色的轮廓。
原文
On the weekends I like to try out little hobby projects. Usually to learn something new. This weekend I was curious to check out the Unity "Scriptable Render Pipeline" with the goal of "pixel art" style 3D.
Garden path with grass and colored shapes:


The SRP is used here to render a custom buffer for per-pixel bitflags (e.g. whether to outline) and unique object ids. Then a deferred-rendering-esque pass composites the buffers ensuring the outlines are 1px thick.
Next I think it would be interesting to work on:
- Dithered shadows and/or cel shading for deferred lighting.
- Bloom and ambient occlusion matching the art style.
- Concept of foreground / background priority so that grass in front of the blue cube does not have a blue outline.
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