Custom Substance shader
- pbr-metal-rough : Unreal Engine 4 PC
- pbr-metal-rough-legacy-mobile : Unreal Engine 4.19 Mobile
- pbr-metal-rough-mobile : Unreal Engine 4.20 Mobile
계속 읽기 “Substance Shader for UE4 Mobile”
Left(Chal_Rig_Unique) use lightweight unique shadow.
계속 읽기 “Unique Shadow in Lightweight Pipeline”
By Tim-C, Unity Technologies
SRP +Upgrading + Extension Developers.
SRP is a big step away from how things have traditionally been done with Graphics in Unity. Instead of thinking of Unity as an engine with one renderer it is now a platform that (custom) renderers can be plugged into.
This open Unity up in a number of ways:
- Game specific stylized rendering
- Experimental rendering algorithms
- Optimized rendering for a specific game.
When undertaking this new approach we made some core, low level decisions on how we want the new system to work, a number of these decisions are divergent from existing unity. I want to take some time to explain these differences and why we made the decision to make these changes.
계속 읽기 “Unity SRP + Upgrading + Extension Developers.”
By aleksandrk, Unity Technologies
Android – all devices that have support for OpenGL ES 2 only
iOS – all devices before iPhone 5S (not including 5S, but including 5C), iPods up to and including 5th generation, iPads up to 4th generation, iPad mini first generation
Desktops: DirectX 9, HoloLens
Android – all devices with OpenGL ES 3 support
iOS – all devices starting from iPhone 5S, iPad Air, iPad mini 2nd generation, iPod 6th generation
Vulkan on Android
Desktops: OpenGL, Metal, DirectX 11+
Vulkan for desktops