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June 05, 18
スライド概要
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講演者:Jack He(miHoYo Technology Co., LTD)
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リアルタイム3Dコンテンツを制作・運用するための世界的にリードするプラットフォームである「Unity」の日本国内における販売、サポート、コミュニティ活動、研究開発、教育支援を行っています。ゲーム開発者からアーティスト、建築家、自動車デザイナー、映画製作者など、さまざまなクリエイターがUnityを使い想像力を発揮しています。
Jack He Technical Director miHoYo Technology Co., LTD
From mobile to high-end PC Achieving high quality Anime style rendering on Unity
Main Topic • Advanced rendering features for mobile • Special effects & PostFX for mobile • Illustration style character shading • Anime style Shading FX • Stylized Scene & Lighting • Miscellaneous stuff and future works
Advanced Rendering for mobile Bloom Dynamic Particles Distortion Planer Reflection
High quality reflection • Rendered at 1/3 or lower resolution • Optional blur pass • Fresnel reflection • Metal brush distortion • Specular sketch Mask Specular mask Metal brush Material Panel
Full screen distortion • Applied with post processing • Depth clipping Mask • Distance based intensity Distortion Offset Depth Intensity Mask
Bloom 1/8 size 1/4 size 1/16 size 1/32 size Bloom. + Original image Extracted Layer Composed
Synthesis Reflection Bloom + Scene Combined Scene + Distortion Final Scene
Weather & Cloud • Various Weather • 24 hour dynamic lighting • Custom Clouds Config
Cloud shading • Multi-channel Layered shading • 8 Cloud template Cloud Color Scheme Cloud Texture (RGBA) R:Shadow Layer1 G:Shadow Layer2 noon afternoon dusk night B:Rim Layer
Cloud Landscape editor • Billboard particles • Custom Cloud type • KeyFrame Definition • Time of day editor Scene Window Weather editor panel
Weather System • Refined atomsphere Fog control • Skybox color configuration • Character Lighting Volume Fog Configuration Panel
Layered Depth of Field Bokeh Intensity • Hexagon gather pattern • Dynamic Res based on blur size • Bokeh Intensity & Rotation Enhance Bokeh by luminance 0.5 1.5 DOF Panel 2.5
Depth of Field
Slow-motion raindrop effect • Time scale slow motion • 4 shapes for different time scale • Stretched on speed • Shape from Speed Curve mapping Rain drop at different Speed Rain drop Control
Anime style CG rendering REPLACE VIDEO HERE www.bilibili.com/video/av14260225/
Anime style CG rendering REPLACE VIDEO HERE www.bilibili.com/video/av7244731
Character shading • Multi ramp shading with Brush style • Anisotropic material, refraction & blur • Main Light, IBL, Rim light • PCSS soft shadows • High quality outline
Multi-Channel 2D Ramp • Multi-channel shading for precise color control • For both diffuse & highlight Diffuse ramp • Specular ramp Fast Intuitive feedback Diffuse Panel Specular Panel
1 Layer 2 Layers 3 Layers Final
Multi-Channel Ramp Hard 2D Diffuse ramp Soft Ramp mask applied
Facial shading tweak • Reduce diffuse shading Shadow • Vertex color Mask control diffuse intensity With vertex color Without vertex color
High quality character shadow • View dependent Shadow map • Use PCSS for soft-shadow • Support Transparent object
Eye Refraction • Texture UV offset based on View dir • Refraction ON Refraction OFF
Light caustic • • Use inverse diffuse calculation to fake lighting Use Fresnel simulates intensity change Caustic ON Caustic OFF Caustic mask texture
主要内容 次世代卡通角色渲染 全局光照,体积光,面积光源 特殊材质的实现及高级反射材质 卡通渲染后处理技术
Hair Shading • WYSIWYG color adjustment • Anisotropic lighting using Tangent • Multi-layer Specular shading • Roughness, Flow and AO map
Anisotropic highlight • light calculation in tangent direction • Low + high frequency specular component Material Preview
Generate strip pattern • Use Jitter map to get random pattern + =
主要内容 • 次世代卡通角色渲染 • 全局光照,体积光,面积光源 Diffuse only • 特殊材质的实现及高级反射材质 • 卡通渲染后处理技术 +HighFreq Specular +LowFreq Specular Combined
Anisotropic Cel-shading Hair • Move along strand direction • Intact strip pattern on edges • Shape variation towards hair tip • Material outline color
Stylized anisotropic • UV direction gradient for each hair strand • Intact strip pattern on edges • Jitter noise on highlight strips • Various parameter Strip Mapping channel Jitter noise Strip pattern define Material Panel
Anisotropic material: silk • light calculation in Bitangent direction Material Parameter Only diffuse +1 layer highlight +2 layer highlight +3 layer highlight
Anisotropic material: silk
Refraction & blur • Command Buffer • Double side material • Blur optimization
geometry based Outline • Continuous vertex normal required • Vertex color controls outline width • perspective corrected line width
Enhanced geometry based outline • Preprocessing detecting crease edge • Used together with backface method
Image space outline • normal & depth detection • Constant performance • Suitable for scene rendering • Camera based width tweak • HVS tweak
Toon Shading FX
Volume light • Procedural light volume control • 3D Noise texture fog • Cookie map defined projection pattern • Blue Noise Dither + TAA
Dynamic real-time GI • Enlighten real-time GI • video as emission source • Avpro Video for decoding • Update GICache • Dynamic volume spot light
Anime style AO • Based on HBAO • HVS color shift off on
Image Space Glare • Lens glare • Star streak • Multiple pass convolution • Color modulation
主要内容 Scene Rendering 全局光照,体积光,面积光源 次世代卡通角色渲染 特殊材质的实现及高级反射材质 卡通渲染后处理技术
Rendering Features Screen Space Reflection Tessellation Image Space outline Stylized PBR material Anime style AO
Stylized Material • PBR based • Harmonized Color • Exaggerate or remove details • Outline on edges albedo normal Roughness Heightmap
Facial expression • Use blend shape for facial morph • Separate expression set of eye, brow, mouth • facial expression helper for animation mapping normal calm smile laugh astonishing sad facial expression helper
Character Joint Fix • Using blendshape interpolate between angles • Could also use additional bones Morph helper With Joint Fix Without Joint Fix
Fluid and destruction • Alembic format • Vertex animation texture (EXR) Soft Body Export Rigid Body Export
Future Works • Fully customizable stylized shading for all materials • PBR material combined with brush modulation for scene rendering • Subdivision for highly detailed model • Further performance optimization For games
Thank you!