During my study on implementing raymarching shadertoy in Unreal Engine, I constantly got confused by the algorithm simply because I cannot keep a clear and stable visual model of it in mind. A good way to drill how the algorithm works is to output some debug images to visualze the scene. A refresher The shader program runs for every pixel ... Read more 01 Mar 2022 - 5 minute read
Default decal compares with fixed decal using biplanar projection. Code ported from shadertoy. Recently I’ve been helping my friends implementing a better decal projection in Unreal Engine as the default decal projection is fairly limited. It is causing stretching pattern on the parallel surface as projection intended to be. A potential solu... Read more 08 Feb 2022 - 5 minute read
Recently I’ve been playing with raymarching technique and trying to implement it in Unreal Engine material editor. As the algorithm requires a for loop meaning it can only be done using HLSL code with the Custom Node. There are many pitfalls using custom node especially when the code is getting complex. The details panel code editor is very ... Read more 01 Feb 2022 - 5 minute read
A summery of Unreal Engine Plugin system based on offcial documentation. UE Plugin Usage In UE4, Plugins are collections of code and data that developers can easily enable or disable within the Editor. Plugins can: add runtime gameplay functionality (DLC) modify built-in or add new Engine features create new file types (UCLASS, USTRUCT... Read more 01 Feb 2021 - 5 minute read
This is my version of How Unreal Render One Frame. I’m trying to follow this post and profile a frame by myself to learn the deferred rendering pipeline of Unreal Engine. I build this testing scene following the post. Unreal is set to use deferred shading. If set to use forward shading the profiling results will be extremely different and I wil... Read more 20 Jun 2019 - 27 minute read
To get ready for the comming project, I am looking into an customized shading model for the base material - the one with a minimal implementation of PBR and without any unnecessary built-in features for a better rendering performance. After digging into the PBR theories as well as this amazing article spacific about PBR in Unreal Engine, I fin... Read more 15 Jun 2019 - 5 minute read
I had quite a journey setting up the environment for OpenGL development. Lots of research was done while I was solving all the problems and here I documented my version of approach. Resources I’ve been mainly using Visual Studios to work on my previous Raytracing project since it was raw C++ implementation. As OpenGL is a graphic API that h... Read more 10 May 2019 - 8 minute read
Chapter 3 and Chapter 5 study note of Ray Tracing: the Next Week. (Chapter 4 covered in previous post about Perlin Noise.) Implemented functionalities for generic solid texture and image texture mapping. Texture A texture in graphics is basically a function that makes the colors on a surface procedural. This procedure can be: synthesis co... Read more 12 Apr 2019 - 8 minute read
In VR development, because the motion of the first person character is precisely mapping the real players’ body(mainly hands) movement, the environment collision will never be able to prevent the player model from intersecting with the surrounding meshed. This is a well-accepted limitation of VR technique, however I personally feel it is a bi... Read more 15 Mar 2019 - 5 minute read
Study of raytracing has been progressing into the second book Ray Tracing: the Next Week, which is a little bit more advanced. This post is going to focus on some notes about Perlin Noise implementation. Book Implementation Debug 50 shades of perlin noise... pic.twitter.com/IIWrVVsPAV— ビクター (@viclw17) December 21, 2018 Follow the bo... Read more 28 Dec 2018 - 6 minute read