GCM#4 アーティストのためのプログラマブルシェーダー講座Part2

36
1 Copyright © GREE,Inc. All Rights Reserved. アアアアアアアアアア アアアアアアアアアアアアアア Part 2016/05/16 アア アア

Transcript of GCM#4 アーティストのためのプログラマブルシェーダー講座Part2

: Part 2

Part2016/05/16

#Copyright GREE,Inc. All Rights Reserved.

----- (5/17/16 17:49) -----30

Part21

Technical Artist 3D Unity Certified Developer

#Copyright GREE,Inc. All Rights Reserved.

----- (5/17/16 17:49) -----

3GDCUnity CertificationUNityUnitycertfiedT2

thinkit.co.jp VR

#Copyright GREE,Inc. All Rights Reserved.

----- (5/17/16 17:49) -----think it VR

VR3

Tomb of the GolemsTomb of the GolemsQ&A

#Copyright GREE,Inc. All Rights Reserved.

44

2015/11

:http://cr.gree.jp/blog/2015/11/2502

:http://www.slideshare.net/greeart/gcm3

#Copyright GREE,Inc. All Rights Reserved.

113

----- (5/12/16 15:02) -----5

3D

UI

#Copyright GREE,Inc. All Rights Reserved.

Tomb of the Golems

----- (5/12/16 15:02) -----6

Tomb of the Golems

#Copyright GREE,Inc. All Rights Reserved.

7

Tomb of the Golems GearVR : Galaxy S6 : Unity

#Copyright GREE,Inc. All Rights Reserved.

----- (5/12/16 15:02) -----8

4DiffuseEffectsUIUnlit

#Copyright GREE,Inc. All Rights Reserved.

9

Unlit

#Copyright GREE,Inc. All Rights Reserved.

10

Diffuse Unlit

Light Probe

#Copyright GREE,Inc. All Rights Reserved.

----- (5/12/16 15:02) -----11

Diffuse

Normal MapSpecular Normal Map VR Parallax Map

#Copyright GREE,Inc. All Rights Reserved.

----- (5/12/16 15:02) -----

12

Effects / UI ShurikenUI uGUI VR

AdditiveAlpha BlendUI

#Copyright GREE,Inc. All Rights Reserved.

13

DiffuseFadeFlashBumpEffectsAdditiveAlpha BlendUITransparentTextUnlitFadeFlash

#Copyright GREE,Inc. All Rights Reserved.

14

FlashFadeEmission with Mask

#Copyright GREE,Inc. All Rights Reserved.

15

DiffuseFadeFlashBumpEffectsAdditiveAlpha BlendUITransparentTextUnlitFadeFlashBoss EyeStaffLogoBackground

#Copyright GREE,Inc. All Rights Reserved.

16

#Copyright GREE,Inc. All Rights Reserved.

17

/

Particles = Effectscginc

#Copyright GREE,Inc. All Rights Reserved.

18

Tomb of the Golems

#Copyright GREE,Inc. All Rights Reserved.

19

#Copyright GREE,Inc. All Rights Reserved.

20

Sphere

GCM#32015/11

#Copyright GREE,Inc. All Rights Reserved.

21

#Copyright GREE,Inc. All Rights Reserved.

22

Sphere Rim Alpha// fixed ndv = dot(normal, normalize(viewDir));fixed ndvInv = 1 - ndv;// _Borderfixed stepOut = step(ndv, _Border);fixed stepIn = step(ndvInv, _BorderInv);// Rim fixed rimOut = (ndv + _BorderInv) * stepOut;Fixed rimIn = (ndvInv + _Border) * stepIn;// Rim fixed mask = pow(maskOut, _PowerOut) + pow(maskIn, _PowerIn);

#Copyright GREE,Inc. All Rights Reserved.

23

UVUV

#Copyright GREE,Inc. All Rights Reserved.

24

UV128*128 px

#Copyright GREE,Inc. All Rights Reserved.

25

UV

#Copyright GREE,Inc. All Rights Reserved.

26

UVMatrix4x4 SetMatrix() // C#: Transfrom4x4Matrix4x4.TRS(translate, rotation, scale);

// Shader: UVhalf2 eyeUV = mul(_eyeMatrix, half4(texcoord.u, texcoord.v, 0, 1));

// C#: material.SetMatrix(PropertyID, matrix);

#Copyright GREE,Inc. All Rights Reserved.

----- (5/12/16 15:02) -----c# Shader

27

// Pass {ColorMask 0;}

#Copyright GREE,Inc. All Rights Reserved.

28

#Copyright GREE,Inc. All Rights Reserved.

29

RenderQueue +1

#Copyright GREE,Inc. All Rights Reserved.

30

#Copyright GREE,Inc. All Rights Reserved.

31

#Copyright GREE,Inc. All Rights Reserved.

32

Alpha y=x^2

// 1 - value// clamp(0, 1)fixed value = pow(texcoord.u, 2) +offset;

#Copyright GREE,Inc. All Rights Reserved.

33

Emission y= (x^2) // offset _Time // Material Animator fixed value = sqrt(pow((texcoord.u + offset), 2));

#Copyright GREE,Inc. All Rights Reserved.

34

cginc

// // cginc#include ../Cginc/fileName.cginc"

#Copyright GREE,Inc. All Rights Reserved.

----- (5/12/16 15:02) -----C# Shader 35

Questions ?

#Copyright GREE,Inc. All Rights Reserved.

----- (5/12/16 14:49) -----

RenderQueu CGINC

36