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- [UE4] お役立ちリンク&チュートリアル集
- 『UE4 の学び部屋』の目的とメニュー
Unity のフォントのリンク
- 【Unity】M+FONTSをUnityで使用する
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- Unity : フォント
- M+ Fonts
Notes of Unity
DLL
shader
Geometry Utility
- GeometryUtility.CalculateFrustumPlanes()
- GeometryUtility.TestPlanesAABB()
Depth texture
- Camera’s Depth Texture
Graphics Command Buffer
- Mobile でも Deferred Shading がしたいです
- CommandBuffer.SetShadowSamplingMode
- Graphics Command Buffer
- CameraEvent
- LightEvent
- Deferred Shading
- Next-Gen Cel Shading in Unity 5
- Unity でカスタムライトを使ったスクリーンスペースシャドウを試してみた
- adventures in postprocessing with unity
- https://interplayoflight.wordpress.com/2015/07/03/adventures-in-postprocessing-with-unity/
- download : https://qvi0dg-ch3301.files.1drv.com/y3mX22cwXEkIuqYxU_0loc-SOnfFmcfOrG2Qh7vtNmnK-KAx_YQ9w7PW5uwnjdqSBsBkpaM3kNdZvDdHs3F633E1vj5hnMIuWZAnol8DxvSOxUreu46m6EqMoD2sCCy6oM7w8DAsJjc8k1lx5t6LQW_ENJhXXEIAAz7-e7vCBiL6as/PostEffects101.zip?download&psid=1
Notes of Sourcetree
Notes of Area light Shadow
- "Dynamic Occlusion withSigned Distance Fields"
- "Playing with Real-Time Shadows"
- "Real time area lighting now and next"
Notes of point/spot light attenuation
- Attenuation and Spotlight Factor (Direct3D 9)
- I'm doing it wrong. Light attenuation
- 2 - Point Light in GLSL
- 3 - Spot Light in GLSL
- 4 - Lighting Attenuation
Notes of light projector shaders
- Cg Programming/Unity/Cookies
- Cg Programming/Unity/Projectors
- Tutorial 43: Projective Texturing
Notes of deferred shading/lighting
- "Deferred Shading Optimizations" AMD
- "Deferred Rendering in Killzone 2"
- The Rendering Technology of Killzone 2 GDC2009
- Deferred Shading GDC2004
- NVidia 2004
- Deferred Shading Tutorial
- "Deferred Rendering Techniques on Mobile Devices Ashley Vaughan Smith" GPU Pro 5
- "Physically Based Deferred Shading on Mobile" GPU Pro 7
Notes of light culling
Notes of Light indexed Deferred shading
- "2.9 Light Indexed Deferred Rendering by Damian Trebilco" ShaderX7
- "Light Indexed Deferred Lighting" By Damian Trebilco
- dtrebilco/lightindexed-deferredrender
- "LIGHT INDEXED DEFERRED RENDERING" MJP
Light culling
- "Deferred Rendering for Current and Future Rendering Pipelines" SIGGRAPH 2010
- "Tiled Forward Shading"Markus Billeter, Ola Olsson, and Ulf Assarsson. GPU Pro4
- "Forward+: A Step Toward Film-Style Shading in Real Time" Takahiro Harada, Jay McKee, and Jason C. Yang.GPU Pro4
- "Compute-Based Tiled Culling; " GPU Pro 6
- "Real-Time Lighting via Light Linked List" GPU Pro 6
- "Tile-Based Omnidirectional Shadows" GPU Pro 6
- "Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12" GPU Pro 7
- "Fine Pruned Tiled Light Lists" GPU Pro 7
- "Tiled Light Culling" Graphics Rants
- "Tiled Forward Shading links" Aras
- Link collection of tile based forward shading
- Link collection of tile based deferred shading