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Reference, Citation, Attiribution

ACIIL edited this page Aug 3, 2022 · 1 revision

CITATIONS, REFERENCES AND SHOUTOUTS.

I believe we all work and learn together and grow together. I rightful must cite who lead to my growth and network to others so you can learn too. I hope this shoutout behaviour is reflected for the health of all Technical Artistry. My source code will have particular citations of origin. I'll attempt to Cite all i can, yet the list keeps growing.

Support credits to friends and acquaintances.

We all been humbled to network and problem solve together. This list extends well beyond who i can recall:

General References

My code base takes concepts from UTS2 (v.2.0.4+) (C)Unity Technologies Japan/UCL:
My upmost respect for the free and open knowledge they import for technical artists and the industry. https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project

Kaj Shader optimizer
https://github.com/DarthShader/Kaj-Unity-Shaders

Mihoyo whos showcase NPR methods alongside UTS2 been inspiring and guides my experimental development:
https://youtu.be/egHSE0dpWRw
https://www.slideshare.net/UnityTechnologiesJapan002/unite-tokyo-20183rd
https://zhuanlan.zhihu.com/p/37001473
https://cgworld.jp/feature/201809-cgw241hs-houkai3rd02.html

Disney BRDF Explorer
https://github.com/wdas/brdf

Excellent break downs for Unity shader rendering for newcomers. All rounded and helpful:
https://catlikecoding.com/unity/tutorials/
https://www.patreon.com/minionsart

Helpful search for Unity CGincludes:
https://boltmanguy.github.io/UnityShaderIncludeCompendium/

Clever ways ambient GI (SH9) data can be used and improved:
https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/gdc2018-precomputedgiobalilluminationinfrostbite.pdf
https://web.archive.org/web/20160313132301/http://www.geomerics.com/wp-content/uploads/2015/08/CEDEC_Geomerics_ReconstructingDiffuseLighting1.pdf

Alpha to coverage. How to apply alpha dithering for better unity VR ready alpha:
https://medium.com/@bgolus/this-is-called-order-independent-transparency-or-oit-f633411a5d2a
https://medium.com/@bgolus/anti-aliased-alpha-test-the-esoteric-alpha-to-coverage-8b177335ae4f
https://www.ronja-tutorials.com/2019/05/11/dithering.html

How realism can render: The BRDF: Bidirectional Reflectance Distribution Function. Generally there is a lot out there to study. Unity is primary based on Disney methods and can be found within Unity Standard shader source:
https://www.codinglabs.net/article_physically_based_rendering.aspx
https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf
https://www.jordanstevenstechart.com/physically-based-rendering
https://google.github.io/filament/Filament.md.html
https://www.academia.edu/13892543/BRDF-Shop_creating_physically_correct_bidirectional_reflectance_distribution_functions
https://learnopengl.com/PBR/IBL/Specular-IBL

Misc:
https://blog.selfshadow.com/publications/blending-in-detail/
http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/
http://www.shaderslab.com/shaders.html