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Atwood Deng
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# Journey Sand | ||
A Unity project to remake the scene in Journey. | ||
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![Screenshot](Images/Title2.jpg) | ||
******** | ||
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A demo image for the scene in the project : | ||
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![Screenshot](Images/Title2.jpg) | ||
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The reference scene from Journey : | ||
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![Screenshot](Images/ReferenceImg.jpg) | ||
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(Image Source: GDC Vault 2012 - https://www.gdcvault.com/play/1017742/Sand-Rendering-in) | ||
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****** | ||
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## Diffuse | ||
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A modified Oren Nayar model is used here: | ||
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![Screenshot](Images/Diffuse.jpg) | ||
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****** | ||
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## Height map(Normal map) | ||
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The terrain is separated into X-direction and Z-direction. | ||
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![Screenshot](Images/NormalXZ.jpg) | ||
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Normal map in X and Z direction is applied to different orientations. | ||
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![Screenshot](Images/NormalXZSmooth.jpg) | ||
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TBN convert the normal to correct direction | ||
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![Screenshot](Images/NormalDetail.jpg) | ||
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The overall effect : | ||
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![Screenshot](Images/Normal.jpg) | ||
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****** | ||
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## Specular | ||
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I'm using a basic Blinn model in the specular effect. | ||
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![Screenshot](Images/Specular.jpg) | ||
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****** | ||
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## Glitter | ||
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Not 100% sure about the noise function. Here is a fake effect to simulate the one in Journey. | ||
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![Screenshot](Images/Glitter.jpg) | ||
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![Screenshot](Images/GlitterEffect.jpg) | ||
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****** | ||
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## Post Effect | ||
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The result without any screen-base effect: | ||
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![Screenshot](Images/Post1.jpg) | ||
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Add Bloom: (Post Processing Stack) | ||
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![Screenshot](Images/Post2.jpg) | ||
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Add Tone map and LUT :(Post Processing Stack) | ||
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![Screenshot](Images/Post3.jpg) | ||
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Add Sharpen and saturation : (Beautify https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/beautify-61730) | ||
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![Screenshot](Images/Post4.jpg) | ||
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## License | ||
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[![License: CC BY-SA 4.0](https://img.shields.io/badge/License-CC%20BY--SA%204.0-lightgrey.svg)](https://creativecommons.org/licenses/by-sa/4.0/) |