Game Engine/Unity 4

[HDRP] ์œ ๋‹ˆํ‹ฐ HDRP ์ž๋™ ๋…ธ์ถœ(์‹œ๊ฐ์ˆœ์‘, Auto exposure) ๋„๊ธฐ

์ž๋™๋…ธ์ถœ : Eye Adaptation (์‹œ๊ฐ ์ˆœ์‘), ๋˜๋Š” automatic exposure (์ž๋™ ๋…ธ์ถœ)์€, ์–ด๋‘์šด ํ™˜๊ฒฝ์—์„œ ๋ฐ์€ ํ™˜๊ฒฝ์œผ๋กœ ๋˜๋Š” ๊ทธ ๋ฐ˜๋Œ€๋กœ ์ด๋™ํ•  ๋•Œ ์ธ๊ฐ„์˜ ๋ˆˆ์ด ์ˆœ์‘ํ•˜๋ฉด์„œ ๋А๊ปด์ง€๋Š” ํšจ๊ณผ๋ฅผ ์žฌํ˜„ํ•˜๊ธฐ ์œ„ํ•ด ์”ฌ์˜ ๋…ธ์ถœ์„ ์ž๋™์œผ๋กœ ์กฐ์ ˆํ•˜๋Š” ๊ฒƒ์„ ๋งํ•ฉ๋‹ˆ๋‹ค. ์ž๋™๋…ธ์ถœ ๋„๋Š”๋ฐฉ๋ฒ• : Edit > Project Setting > Graphics > HDRP Grobal Setting > Exposure > Fixed ์ฐธ๊ณ  : https://forum.unity.com/threads/hdrp-auto-exposure-on-by-default-and-cannot-find-where-its-located-to-turn-it-off.851179/ https://docs.unity3d.com/Packages..

Game Engine/Unity 2022.01.03

[C#] unity remap, map ํ•จ์ˆ˜

์œ ๋‹ˆํ‹ฐ ์”ฌ์— ๋ฐฐ์น˜๋˜์–ด์žˆ๋Š” ์กฐ๋ช…์˜ ํฌ์ง€์…˜์— ๋”ฐ๋ผ ๋ฐ๊ธฐ๊ฐ€ ๋ฐ”๋€Œ๋Š” ๊ธฐ๋Šฅ ๊ตฌํ˜„์ค‘.. ์• ๋‹ˆ๋ฉ”์ด์…˜๋œ ์กฐ๋ช…์€ -30~30 ์œผ๋กœ ์›€์ง์ด๋Š”๋ฐ, brightness ๋Š” 0~255 ๋กœ ์ ์šฉ๋˜๋‹ˆ ๋ฆฌ๋งต์ด ํ•„์š”ํ•ด์กŒ๋‹ค. ๋‹น์—ฐํžˆ mathf ํ•จ์ˆ˜ ๋ชจ์Œ์— ์žˆ์„์ค„ ์•Œ์•˜๋Š”๋ฐ ์—†๋„ค.ใ…Žใ…Ž ๋‹คํ–‰ํžˆ ์•„์ฃผ ๊น”๋”ํ•˜๊ณ  ์‰ฌ์šด ์ฝ”๋“œ๋ฅผ ์œ ๋‹ˆํ‹ฐ ํฌ๋Ÿผ ํ˜•๋‹˜๋“ค์ด ๊ณต์œ ํ•ด๋†“์œผ์…จ๋‹ค. remap : ์ˆซ์ž๋ฅผ ํ•œ ๋ฒ”์œ„์—์„œ ๋‹ค๋ฅธ ๋ฒ”์œ„๋กœ ๋‹ค์‹œ ๋งตํ•‘ํ•จ (ํ”„๋กœ์„ธ์‹ฑ์—์„œ๋Š” ์ด๊ฑธ map ์ด๋ผ๋Š” ํ•จ์ˆ˜๋กœ ๋ฏธ๋ฆฌ ์ •์˜๋˜์–ด์žˆ๋‹ค. ๋ ˆํผ๋Ÿฐ์Šค์— map ์„ค๋ช…์ด ๊น”์Œˆํ•˜๊ฒŒ ๋˜์–ด์žˆ์–ด์„œ ๊ณต์œ  https://processing.org/reference/map_.html) value(float)๋ณ€ํ™˜ํ•  ๋“ค์–ด์˜ค๋Š” ๊ฐ’ in1(float)๊ฐ’์˜ ํ˜„์žฌ ๋ฒ”์œ„์˜ ํ•˜ํ•œ in2(float)๊ฐ’์˜ ํ˜„์žฌ ๋ฒ”์œ„์˜ ์ƒํ•œ out1(floa..

Game Engine/Unity 2021.12.10

[VFX Graph](์•„์ง์ •๋ฆฌ์ค‘์ธ๊ฒŒ์‹œ๋ฌผ) visual effect graph ๊ฐ„๋‹จํ•œ ๊ฐœ๋… ์ •๋ฆฌ, particle system(shuriken)๊ณผ์˜ ์ฐจ์ด์ 

์ด๋ฒˆ์— ํšŒ์‚ฌ์—์„œ ์ž‘์—…์„ ํ•˜๋ฉฐ VFX Graph ๋ฅผ ๋‹ค๋ฃจ๊ฒŒ ๋˜์—ˆ๋‹ค. vfx ๊ทธ๋ž˜ํ”„๊ฐ€ ๋…ธ๋“œ๋ฐฉ์‹์ด๋ผ ์ง๊ด€์ ์ด๊ณ  ์‰ฌ์›Œ์„œ ์–ด๋–ป๊ฒŒ๋“  ๋šฑ๋•… ๋šฑ๋•… ๋งŒ๋“ค์ˆ˜ ์žˆ๊ธดํ•˜๋Š”๋ฐ ์ƒˆ๋กœ์šด ๊ธฐ๋Šฅ๋“ค๋„ ๊ฝค ๋งŽ๊ณ  ์ œ๋Œ€๋กœ ์•Œ๊ณ  ์ œ์ž‘ํ•ด์•ผ ํผํฌ๋จผ์Šค๊ฐ€ ํšจ์œจ์ ์œผ๋กœ ๊ฐ–์ถฐ์งˆ ๊ฒƒ๊ฐ™์•„ ์ •๋ฆฌํ•จ VFX Graph VS Particle System(shuriken) 1.์ฒ˜๋ฆฌ ์žฅ์น˜์˜ ์ฐจ์ด ๊ธฐ์กด์˜ ํŒŒํ‹ฐํด ์‹œ์Šคํ…œ(์Šˆ๋ฆฌ์ผ„์ด๋ผ ๋ถˆ๋ฆฌ์›€)๊ณผ ๊ฐ€์žฅ ํฐ ์ฐจ์ด์ ์€ VFX Graph ๋Š” GPU(์ปดํ“จํŠธ ์…ฐ์ด๋”) ๊ธฐ๋ฐ˜์˜ ์‹œ์Šคํ…œ, ์Šˆ๋ฆฌ์ผ„์€ CPU์—์„œ ์‹œ๋ฎฌ๋ ˆ์ด์…˜ ๋œ๋‹ค๋Š” ์ . ๋”๋ณด๊ธฐ https://www.youtube.com/watch?v=-P28LKWTzrI (์—”๋น„๋””์•„์˜ CPU์™€ GPU ๋น„์œ  ๋น„๊ต ์˜์ƒ) CPU๊ฐ€ ํ•˜๋‚˜ํ•˜๋‚˜ ์ผ์„ ํ•˜๋Š” ๋ฐ์— ๋น„ํ•ด GPU๋Š” ๋งก์€ ์ผ์„ ๋™์‹œ์— ์ˆ˜ํ–‰ํ•ด๋‚ธ๋‹ค. CPU..

Game Engine/Unity 2021.12.03

[์ด์Šˆ/ํ•ด๊ฒฐ]HDRP Lit Shader Material offset ๋ณ€๊ฒฝ

์—ฐ๊ธฐ๊ฐ€ X์ถ•์œผ๋กœ ์ด๋™ํ•˜๋Š” ํ…์Šค์ณ๋ฅผ ๊ตฌํ˜„ํ•˜๋Š” ์Šคํฌ๋ฆฝํŠธ (HDRP/Lit shader) using System.Collections; using System.Collections.Generic; using UnityEngine; public class MoveFogOffset : MonoBehaviour { // Scroll main texture based on time float scrollSpeed = 0.01f; public Renderer rend; void Start() { rend = GetComponent (); } void Update() { float offset = Time.time * scrollSpeed; rend.material.SetTextureOffset("_BaseColorMa..

Game Engine/Unity 2021.12.03