Logo video2dn
  • Сохранить видео с ютуба
  • Категории
    • Музыка
    • Кино и Анимация
    • Автомобили
    • Животные
    • Спорт
    • Путешествия
    • Игры
    • Люди и Блоги
    • Юмор
    • Развлечения
    • Новости и Политика
    • Howto и Стиль
    • Diy своими руками
    • Образование
    • Наука и Технологии
    • Некоммерческие Организации
  • О сайте

Скачать или смотреть MF.SSGI - Quick Setup tutorial - Screen Space Global Illumination for Unity URP

  • Michiel Frankfort
  • 2022-11-25
  • 7045
MF.SSGI - Quick Setup tutorial - Screen Space Global Illumination for Unity URP
  • ok logo

Скачать MF.SSGI - Quick Setup tutorial - Screen Space Global Illumination for Unity URP бесплатно в качестве 4к (2к / 1080p)

У нас вы можете скачать бесплатно MF.SSGI - Quick Setup tutorial - Screen Space Global Illumination for Unity URP или посмотреть видео с ютуба в максимальном доступном качестве.

Для скачивания выберите вариант из формы ниже:

  • Информация по загрузке:

Cкачать музыку MF.SSGI - Quick Setup tutorial - Screen Space Global Illumination for Unity URP бесплатно в формате MP3:

Если иконки загрузки не отобразились, ПОЖАЛУЙСТА, НАЖМИТЕ ЗДЕСЬ или обновите страницу
Если у вас возникли трудности с загрузкой, пожалуйста, свяжитесь с нами по контактам, указанным в нижней части страницы.
Спасибо за использование сервиса video2dn.com

Описание к видео MF.SSGI - Quick Setup tutorial - Screen Space Global Illumination for Unity URP

UPDATE 2023: V.1.0 is now live in the Asset-store! Follow the link below and thank you for your support!
https://assetstore.unity.com/packages...

You can play the WebGL demo (PC targeted) here:
https://frankfortsoftware.com/SSGI/

Important note: This video is captured with V1.0, but V1.1 is ready to go soon. With many visual and performance improvements. You can find the comparisons here:
https://forum.unity.com/threads/mf-ss...

-------------------------

In this Quick-setup tutorial I cover the basics of the MF.SSGI setup. The scene does not have any lightmaps or GI baked, just reflection-probes. During the video I will explain the features and settings required to light a dynamic scene, setup shadows, etc.

I’m using the “Japanese City” asset by Sherman Waffle Studios, link to his storepage down below.

About MF.SSGI:
MF.SSGI is a Screen Space Global Illumination solution that boosts productivity and visual fidelity. Not only does it look great, but by replacing baked GI and light probes with realtime SSGI, you can save valuable production time.

It's also a perfect solution for Unity projects with dynamic environments where light-baking simply isn’t possible. For example Destructible terrain and props, City Builders where users create the world, room decoration solutions, architectural experiences, etc.

Just add the render-feature, tweak a few knobs, pick the right quality-preset (mobile included) for your target platform and you are good to go.

It supports Deferred and Forward rendering. Various projects have been tested in WebGL, DX11/DX12, IOS/Android OpenGL ES 3.0.

MF.SSGI has the following features:
Raymarching: Contact & casted shadows, originating from each pixel in the screen, not just selective light sources. This produces super soft and realistic occlusion.
Reflection-probe fallback: If a lightsource moves off-screen, nearby reflection-probes will fill the missing GI.
Quality presets: Ranging from Photo-mode (singular stills) all the way to Mobile optimized. Just drag-and-drop a scriptable object and you are done.
Post-process volume overrides: A ton of options to tinker with, tested and iterated upon by my colleagues at Little Chicken as it is used in actual game productions.
SSGI-Object components: This allows you to change settings such as:
Toggles: Omni directional source & Cast shadows
Sliders: Light receive, Light emit & Shadow receive
Alpha-clipping: Allows for alpha-clipped objects to be rendered correctly
Vertex expand: Scale objects virtually so even tiny and thin lightstrips can contribute to the Global Illumination.
Thickness map rendering: As it's a screen-space effect, there is no way of telling the difference between a pillar and a wall in terms of depth-thickness. Thanks to the Thickness-pass light can travel ‘behind’ props in the foreground.
Debug window: Allows you to view, debug and optimize individual passes such as Shadows, SSGI, thickness, etc.

For more information, follow my progress over at the Unity forum here:
https://forum.unity.com/threads/mf-ss...

Check out Sherman Waffle Studio’s amazing assets that I was allowed to use for this showcase here:
https://assetstore.unity.com/publishe...

Check out Little Chickens vehicle combat game BlitzGT here:
www.blitzgt.com

Комментарии

Информация по комментариям в разработке

Похожие видео

  • О нас
  • Контакты
  • Отказ от ответственности - Disclaimer
  • Условия использования сайта - TOS
  • Политика конфиденциальности

video2dn Copyright © 2023 - 2025

Контакты для правообладателей [email protected]