Update at will
For more demos pls move to https://krusssssbooom.artstation.com/
- <VFX> Collider Interactor - characters own collision volume against the grass.
- <VFX> Wind FX
- <EDT> Grass painting tool
- <OPT> Culling based on distance - discard pixels when they are distant from camera.
- <OPT> Pre-Z
> Grass Painter Tool & Collider Interactor
- <VFX> Ripple FX
- <VFX> Water level go-up
- <VFX> BSSRDF - Pre-integrated Subsurface Scattering
- <VFX> Specular BRDF - by Kelemen/Szirmay-Kalos
- <VFX> non-physics-based BTDF - by Colin Barré-Brisebois/ Marc Bouchard
- <VFX> Filmic tonemapping
> PISS BSSRDF (left) & Common BRDF (right)
- Pre-Integrated Skin Shading 的常见问题解答
- Pre-Integrated Skin Shading 数学模型理解
- Pre-Integrated Skin Shading实现笔记
- Simon's Tech Blog - Pre-Integrated Skin Shading
- Adam Chen - Skin Rendering
- SIGGRAPH 2011- Pre-Integrated Skin Shading
- GPU Pro 2_ Advanced Rendering Techniques_Engel W. (Ed.)
- GPU Gems 3 | Chapter 14. Advanced Techniques for Realistic Real-Time Skin Rendering
- A Microfacet Based Coupled Specular-Matte BRDF Model with Importance Sampling
- Alan Zucconi | Fast Subsurface Scattering in Unity (Part 1)
- Alan Zucconi | Fast Subsurface Scattering in Unity (Part 2)
- GDC 2011 – Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look
- GPU Gems | Chapter 16. Real-Time Approximations to Subsurface Scattering
- <VFX> BRDF - by ATI Research's improvement on Kajiya-Kay Model
- <VFX> Sorting Order - pass1 preZ & pass2 light calculation
- <VFX> Frame Animation - sample a texture atlas by indexes
- <VFX> UV Rolling
- Unity Shader 入门精要