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Reference, Citation, Attiribution
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.
We all been humbled to network and problem solve together. This list extends well beyond who i can recall:
- Morioh - https://gitlab.com/xMorioh/moriohs-toon-shader
- Kaj - https://github.com/DarthShader
- Hhotatea - https://github.com/HhotateA
- Netri - https://github.com/netri
- Reflex1124 - https://github.com/reflex1124
- Synqark - https://github.com/synqark
- Dj Lukis.LT - https://github.com/lukis101/VRCUnityStuffs
- Merlin - https://github.com/Merlin-san
- Xiexe - https://github.com/Xiexe
- Poiyomi - https://github.com/poiyomi
- Cubedparadox - https://github.com/cubedparadox
- Red Mage - https://github.com/AkaiMage
- ScruffyRules - https://github.com/ScruffyRules
- Cibbi - https://github.com/Cibbi
- Silent - https://gitlab.com/s-ilent
- Lyuma - https://github.com/lyuma
- Desunyan - https://github.com/Shii2
- Rhyperior - https://github.com/Rhyperi
- Noe - https://vrcat.club/threads/updated-29-5-18-noenoe-shaders.157/
- TCL - https://github.com/TCL987
- Hakanai - https://github.com/trejkaz
- Error.mdl
- lox9973
- Frostbyte
- RetroGeo
- Neen
- 1001
- Mel0n
- SCRN
- Kittenji
- Nave
- Mochie
- Syaro
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