像素图形实验第二部分
延续第一部分.
有很多不同的方法来做光阴影!统一的通用渲染管道的源代码是一个很好的参考,为团结内部。这做了每一个物体向前照明在一次通过,我认为这可能被证明是有用的,以保持抖动稳定。


抖动使得很难看到物体的轮廓。它可能有助于做细胞阴影代替,我仍然好奇尝试阴影下一步。
原文
Continuation of Part I.
There are a lot of different ways to do light shading! The source code for Unity's Universal Render Pipeline was a good reference for the Unity internals. This does per-object forward lighting in a single pass which I think might prove useful to keep the dithering stable.


The dithering makes it difficult to see the object outlines. It might help to do cell-shading instead, and I am still curious to try shadows next.
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