posts/pjsk/shading-reverse-part-1/ #4
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_SatAlpha and _SatTex (affected by _Sat) are for _SATURATION_BLUR. There is another property called _Saturation which might be the reason why they are named like that. In terms of dof, I found an article from Colorful Palette. (https://media.colorfulpalette.co.jp/n/n51bf8818b89d) |
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posts/pjsk/shading-reverse-part-1/
Preface 同上次封笔算是承上启下了,刚好能从琢磨卡通渲染的部分(重新)入手…毕竟旧工作这方面留下的问题远远比解决的多()
集训前时间也算充裕,看看能写多少吧
版本: 日服 5.0.0 (烤森更新) 设备:Mac Mini M4 (2024) 1. 预备工作 之前有在 Android 实机(注:Pixel 2 XL)上用 RenderDoc 跑过捕捉…除了设备性能相对羸弱和捕捉死慢以外可用性其实不错
不过如今有了 Mac 这方面也许可以不用强加这种限制
先前捣鼓 GPTK 的时候读过它的 README,注意到这段相当有趣:
…and inserting the following environment variables to enable Metal debugging and processing of debug information: MTL_CAPTURE_ENABLED=1 D3DM_DXIL_PROCESS_DEBUG_INFORMATION=1
改个环境变量就能调试…比在 Win 上捕捉第三方 Game 得方便太多;应付后者用 RenderDoc/PIX 还学会了各种奇怪的注入方式(?)——不过,回到正题,这个变量放到wine + D3DMetal转译层以外好用吗?
游戏准备 Apple Silicon 的 Mac 无一例外都可以原生跑 iPhone/iPad OS 上的 App —— CPU,GPU零 overhead
不过注意“可以”,AppStore上并搜不到多少能直接装的应用…
但是万幸还有PlayCover可以直接装解密过的 IPA;后者 armconverter 上一搜即得
https://mos9527.com/posts/pjsk/shading-reverse-part-1/
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