fmp 19/10/2022

The rendering in the game engine is different from the developer-packaged renderers such as Arnold or octane. The rendering pipeline in the game engine allows developers to program the rendering pipeline to achieve a lot of cool effects.

Fortunately, I spent more than a month learning graphics programming (hlsl) during the last summer holiday (followed Herman’s advice). This more than a month of study has helped me greatly enhance my control over the game engine rendering, and allow me to control every frames in the game as I like.

The above picture explains the Rasterization Rendering。

In the current case, the graphics programming I use mainly focuses on the first step of Culling. Even more interesting: I can even animate the rendering pipeline.

After fully consideration, I still don’t want to introduce too much rendering knowledge in the blog. Because it will be almost impossible to fully explain Rasterization Rendering, because it will require a lot of words.

anyway, Zixuan Wang has uploaded the character’s textures.

I used Amplify Shader Editor here for graphics programming instead of code. Because ase can convert code into graph nodes, and this will greatly speed up my development speed.

I will talk about FX animations used in the future blogs.