2019年5月13日 星期一

Next step

前一陣子已經花了蠻長的時間閱讀以前保存的技術文件
主要已 Unity engine為核心去探索較新的 game develop技術
也差不多該是準備動手做的時機了吧
該看的其實看的差不多了
不親自下海練練身手, 讀再多也只是看故事久了就忘了

這裡先整理一些重要的 references
已經深入研讀的主題包含
Unity :
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Standard Shader
http://unitytaiwan.blogspot.com/2017/03/unity_14.html
http://geekfaner.com/unity/blog16_UnityStandardShader.html

Global Illumination*
https://lmhpoly.com/unity-5-tutorial-lighting-and-post-processing-low-poly-scene/

Post Processing*
http://geekfaner.com/unity/blog11_PostProcessStackV2.html

Scriptable render pipeline
https://blogs.unity3d.com/2018/01/31/srp-overview/
https://blogs.unity3d.com/2018/02/21/the-lightweight-render-pipeline-optimizing-real-time-performance/
https://blogs.unity3d.com/2018/09/24/the-high-definition-render-pipeline-getting-started-guide-for-artists/
https://blogs.unity3d.com/2019/02/08/we-have-you-covered-with-the-measured-materials-library/?fbclid=IwAR3VNDyX5HPbY4XI93za-2POUEpti4rFA-ZxQIjda75Z1O82RPTj4xJLR7o
http://geekfaner.com/unity/blog13_SRP.html
https://makedreamvsogre.blogspot.com/2019/03/lwrp.html?fbclid=IwAR0X2g8DoCw3GfM7Q2yUE2lSQ6QnnrenurmvmqPtFqYJ3TkVQf01EJu-y10
https://blogs.unity3d.com/2019/02/28/srp-batcher-speed-up-your-rendering/?fbclid=IwAR3m9z59QaaTWsrYrw3BKjeTIRsRgOZpHzO9Vc4Sr-LsrzF2dkQMwHZfCY4

Shader Graph
https://blogs.unity3d.com/2018/12/19/unity-2018-3-shader-graph-update-lit-master-node/?fbclid=IwAR2wx5tyhU9MbwVJldqrKNBRZmWcsEBDuwcIGxkIHVuDqoSflZAqmFS8oM4

Unity test runner
https://docs.unity3d.com/Manual/testing-editortestsrunner.html

Assembly definitions
https://docs.unity3d.com/Manual/ScriptCompilationAssemblyDefinitionFiles.html

Augment Reality
https://blogs.unity3d.com/2018/12/18/unitys-handheld-ar-ecosystem-ar-foundation-arcore-and-arkit/?fbclid=IwAR1q8iBdWVHIaaklZli0wsCd6kaErGEtmS6p-n5P5CJ7xqXgi1ZPK0zF7_I
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Graphics :
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Forward+ rendering / Deferred rendering*
https://zhuanlan.zhihu.com/p/54694743?fbclid=IwAR24BiJ-JoBOH5s2Ar0IUYKhEKWd-erl1poCx--aiRUMuueJX4-LfH5ioxs

Screen space reflection
https://bartwronski.com/2014/01/25/the-future-of-screenspace-reflections/
https://www.gamasutra.com/blogs/DavidArppe/20170405/295240/How_to_get_Stunning_Graphics_with_Raymarching_in_Games.php

Physically based shading
http://geekfaner.com/unity/blog5_PBR.html

High dynamic range rendering
http://geekfaner.com/unity/blog1_gamma.html
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Allen大神的指引永遠都像金玉良言
https://www.ptt.cc/bbs/GameDesign/M.1556422552.A.4CE.html


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