TA Log 01222022

MatCap Material Capture. It is to capture the material on a texture. And represent it to the model.(https://digitalrune.github.io/DigitalRune-Documentation/html/9a8c8b37-b996-477a-aeab-5d92714be3ca.htm) The general procedure is: (https://forum.unity.com/threads/writing-a-matcap-shader.518949/) convert the object space normal to view space. remap it to (0,1) use it as UV to sample matcap texture. Ben Golus’ implementation: https://gist.github.com/bgolus/02e37cd76568520e20219dc51653ceaahttps://twitter.com/bgolus/status/1487224443688554497?s=20&t=-4eC1dOBkMmIMLR5-9QloQhttps://forum.unity.com/threads/getting-normals-relative-to-camera-view.452631/ Unity Lighting Optimization source: https://unity.com/how-to/advanced/optimize-lighting-mobile-games UV channels One set of UV channels is enough, because metallic, occlusion, and smoothness value from the texture usually stores in the same place....

January 22, 2022 · Kyle Fang