Scene0
- Directional light (intensity 1.0)
- Diffuse IBL + Specular IBL
Scene1
- Diffuse IBL + Specular IBL
Info
- top row : albedo = 1.0, metallic = 1.0, roughness = 0.0->1.0
- bottom row : albedo = 0.5, metallic = 0.0, roughness = 0.0-> 1.0
- Tone Mapping : Linear clamp
- Shader source code : UNITY DOWNLOAD ARCHIVE
Test : WebPlayer and WebGL demo using Unity
WebPlayer
// Notes of iframe tag <iframe src="https://googledrive.com/host/0B6u1iyKCmW7cdm5aaW5FWmkwRDQ/index.html" frameborder="0" scrolling="no" width="500" height="400"></iframe>
HTML5
// Notes of iframe tag <iframe src="https://googledrive.com/host/0B6u1iyKCmW7cdVQ5WGhYUDRJTFk/index.html" frameborder="0" scrolling="no" width="500" height="400"></iframe>
Notes of Unity @ Anroid
(0) Install Java SE Development Kit 8
(1) Install Android Studio
- Android Studio を起動して, SDK とかをインストール
(2) Install Google USB Driver
- http://developer.android.com/intl/ja/sdk/win-usb.html
- Nexus 5X : http://www.teradas.net/archives/12243/
- Android 端末を開発者モードから USB 接続できるようにして, また Google Play 以外からのアプリもインストールできるようにする
(3) Install Android NDK
Reference
Notes of Aderno
Notes of Unity Optimization
- "Optimizing Unity Games for Mobile Platforms" by ARM. 2013
- "Profiling Unity Games on Mobile Platforms" by ARM. GDC 2014
- "Unity パフォーマンス・チューニング" Unite 2015 Tokyo
- "Profiling & Optimizing Mobile Games on Android Devices" GDCC 2014
- "Fast mobile shaders or rather Mobile! Fast!" SIGGRAPH 2011
- "Optimizing unity games" (Google IO 2014)
- "Scripting Behind the Scenes" Unite 2013
- "Mobile Performance Tuning: Poor Man's Tips And Tricks" 2015
- "Unite 2013 optimizing unity games for mobile platforms"
- "Practical Guide for Optimizing Unity on Mobiles"
- "ARM® Guide for Unity Developers"
- Unity+スマホで3Dゲーム開発最適化するための考え方
- 【Unity】Unite 2016「モバイル端末向けのUnityアプリケーションの最適化実践テクニック」翻訳
- Unityスマートフォンアプリの パフォーマンス最適化 by CyberAgent SGE Engineer
Notes of Android manifest at Unity
Unity での数学計算のメモ
// 向きをローカル座標系からワールド座標系へ変換 Vector3 world_dir = Camera.main.transform.TransformDirection( local_direction ); // 特定の向きに少しずつ回転させる Quaternion target_rot = Quaternion.LookRotation( world_dir ); transform.rotation = Quaternion.RotateTowards( transform.rotation, target_rot, rotationSpeed * Time.deltaTime ); // 特定の向きを向かせる Quternion quat; quat.SetLookRotation( world_dir ); // ローカル座標系を設定 GameObject tmp = (GameObject) Instantiate( prefab, Vector3.zero, Quaternion.Identity ); tmp.transform.parent = hoge.transform; tmp.transform.localPosition = new Vector3( 0.0, 1.0, 0.0 ); tmp.transform.localRotation = Quaternion.Euler( 90.0f, 0.0f, 0.0f ); // 球面座標系 float horizon_angle = Mathf.Repeat( horizon_angle, 0.0f, 360.0f ); float vertical_angle = Mathf.Clamp( vertical_angle, -20.0f, 50.0f ); Quaternion look_quat = Quaternion.Euler( vertical_angle, horizon_angle, 0.0f ); // カメラの設定 Vector3 camera_offset_pos = look_quat * new Vector3( 0.0,f 0.0f, - look_dist ); Vector3 camera_pos = look_at_pos + camera_offset_pos; transform.LookAt( look_at_pos );
- Unity Quaternion
AssetPreProcessor のメモ
- UnityのEditor拡張触ってみた
- AssetPostprocessor @ Unity API documents
Upload Unity WebGL/web-player game to Google drive
- How to upload unity web-player game to Google drive?
- 【Unityメモ】WebGLでビルドしてブログに載せる
Notes of character controller in Unity
// v = v0 + a * t; // x = v0 * t + 0.5 * a * t^2; // Δv = a * Δt world_velocity.y -= gravity * delta_time; // Δx = v * Δt characterController.Move( world_velocity * delta_time );
Unity でのシングルトン
- 【Unity】なんちゃらManagerクラスを作ろう(シングルトン)
- Unity C# シングルトンパターンの実装
- もっと楽なシングルトンの実装