opular PC/(SVGA) standard
Each pixel can be one of 2^15 colors
Can exhibit worse quantization effects than Indexed-color
Each pixel can be one of 2^15 colors
Can exhibit worse quantization effects than Indexed-color
Hello friends who are curious to know what is happening behind the scenes of rendering can go to Render Hell site.
https://simonschreibt.de/gat/renderhell/
https://www.youtube.com/watch?v=Nfkd8-kgjxE&feature=youtu.be
https://simonschreibt.de/gat/renderhell/
https://www.youtube.com/watch?v=Nfkd8-kgjxE&feature=youtu.be
YouTube
Render Hell 2.0 Article - What's new?
Christoph Kubisch on Twitter: @pixeljetstream
Simon on Twitter: @simonschreibt
The article this video is about: http://simonschreibt.de/gat/renderhell/
Simon on Twitter: @simonschreibt
The article this video is about: http://simonschreibt.de/gat/renderhell/
http://blog.onebyonedesign.com/games/unity3d-endless-runner-part-i-curved-worlds/
CURVED WORLDS Shader
CURVED WORLDS Shader
Shader Laboratory
Photo
#define OR(A,B) (A+B-A*B)#Blending #Difference #LinearDodge
#define AND(A,B) ((A)*(B))
#define NOT1(A) (1.-A)
#define NOT(A,B) AND(A,NOT1(B))
#define XOR(A,B) AND(OR(A,B),NOT1(AND(A,B)))
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord/iResolution.xy;
uv.x += 0.1;
vec3 A = step(length(uv*2.-1.),0.2) * vec3(1.,0.,0.);
uv.x -= 0.1;
vec3 B = step(length(uv*2.-1.),0.2) * vec3(1.,1.,0.);
fragColor = vec4(XOR(A,B),1.0);
}
Shader Laboratory
Photo
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord/iResolution.xy;
uv.x += 0.1;
vec3 A = step(length(uv*2.-1.),0.2) * vec3(1.,0.,0.);
uv.x -= 0.1;
vec3 B = step(length(uv*2.-1.),0.2) * vec3(1.,1.,0.);
fragColor = vec4(abs(A-B),1.0);
}
#Blending #Difference #LinearDodge
❤1
multiply a * bBlending formula
screen 1 - (1 - a) * (1 - b)
darken min(a, b)
lighten max(a, b)
difference abs(a - b)
negation 1 - abs(1 - a - b)
exclusion a + b - 2 * a * b
overlay a < .5 ? (2 * a * b) : (1 - 2 * (1 - a) * (1 - b))
hard light b < .5 ? (2 * a * b) : (1 - 2 * (1 - a) * (1 - b))
soft light b < .5 ? (2 * a * b + a * a * (1 - 2 * b)) : (sqrt(a) * (2 * b - 1) + (2 * a) * (1 - b))
dodge a / (1 - b)
burn 1 - (1 - a) / b