Eric Hu

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Eric Hu

Eric Hu

@TheRealEricHu

- 台湾から、今東京に住んでいる。 - ゲームを作っている。 https://t.co/VztVc8yvnj #gameplay #shader

Chiyoda-ku, Tokyo Katılım Eylül 2020
281 Takip Edilen753 Takipçiler
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Eric Hu
Eric Hu@TheRealEricHu·
My new toon shader - AnimeShadingPlus, has FINALLY passed the review and it's now available on #AssetStore I've researched every possible tech for anime style shading from internet, book, magazine, used-book store. And this is the final result which I think is a great starting point for ppl aiming high quality anime style character in #unity3d assetstore.unity.com/packages/vfx/s… Features include : - A clear document (I'm super proud of this one) - flatten indirect lighting/additional lighting - ramp shading - blending between stylized lighting and PBR - fake SSS layer - face threshold map (threshold map baking tool included) - rim lighting (depth-based or fresnel based) - character-only screen space outline(with FXAA & 4 types of edge detection mode to choose) - object space outline - tone mapping made for toon material - backport the nice screen space lens flare effect from Unity 2023 to 2022/2021. -smooth normal baking option (for object space outline) - dedicated eye shader I'm excited to working next feature of it and making my new game with it! Hope you guys will like it as well :D #shader #madewithunity
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ゲームメーカーズ
ゲームメーカーズ@GameMakersJP·
UE6で採用予定のプログラミング言語「Verse」、最新の仕様書が公開中。Live Variablesや後方互換性など新仕様が明らかに gamemakers.jp/article/2026_0… Live Variablesはリアクティブプログラミングを言語レベルでサポートする機能。ある変数が変わると、依存する変数が自動更新される
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Eric Lengyel
Eric Lengyel@EricLengyel·
New blog post: A Decade of Slug This talks about the evolution of the Slug font rendering algorithm, and it includes an exciting announcement: The patent has been dedicated to the public domain. terathon.com/blog/decade-sl…
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Straight Banana
Straight Banana@StrghtBanana·
Our game is also planning to use DLSS 5! ...maybe not.
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ゲームメーカーズ
ゲームメーカーズ@GameMakersJP·
HoudiniのVFXを学べる170本以上の動画が無償公開中。来年2月まで gamemakers.jp/article/2026_0… VFX学習プラットフォーム「The VFX School」の閉鎖に伴い、全ての講座が期間限定で無償配信。Houdiniの破壊表現やRBDの解説講座などを視聴でき、動画のダウンロードも可能
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Eric Hu
Eric Hu@TheRealEricHu·
Finished impl GTAO inside Unity today. No temporal but I'm already happy with the result. It's also faster than the SSAO in the screenshot. #unity3d #shader
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PlayStation Nostalgia
PlayStation Nostalgia@PlayStalgiaX·
Dark Cloud 2/Dark Chronicle (2003)
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OnThisDayInGaming
OnThisDayInGaming@OnThisDayGaming·
Grandia II for PS2 was released on this day in Japan, 24 years ago (2002)
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Eric Hu
Eric Hu@TheRealEricHu·
Impl GTAO in Unity. I still don't know how to temporal it correctly. (It looks like a helicopter if I only perform 1 slice per frame lol) so it's quite expensive now.
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orumin
orumin@orumin·
トヨタが独自の“ゲームエンジン”「Fluorite」を開発:FlutterとDartで次世代デジタルコクピットを再定義 | XenoSpectrum - xenospectrum.com/toyota-fluorit…
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Eric Hu
Eric Hu@TheRealEricHu·
SSAO from scratch in #unity3d . code is from our favorite site LearnOpenGL. Next is impl HBAO & GTAO.
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Eric Hu
Eric Hu@TheRealEricHu·
Very well written. 👍
Alex Goldring@SoftEngineer

"Noise is not acceptable" is the argument. When SSR came out, there were a lot of complaints about how noisy it was. Over the years denoisers for SSR became so good - you'll be hard-pressed to notice any noise today. When SSAO first came out - it looked quite shimmery and noisy, and there were a bunch of papers around that time, tackling the noise. Today SSAO still has noise, but denoisers take care of most of it. What's the most common anti-aliasing technique today? It's Tempotal-Anti-Aliasing, you might say: "No, actually it's DLSS/FSR", and I hate to break it to you - but those are temporal techniques as well. Yes they do a lot of clever stuff under the hood to reconstruct the image... based on previous frames, so it's still a temporal technique. Why does this matter? TAA is a kind of denoiser. We not only "accept" the noise, but the market clearly doesn't care as much as a vocal minority seems to indicate. The noise itself is a topic worth addressing. There are different kinds of noise, some is more noticeable than other. Today we heavily rely on diffuse noise, where the error is distributed uniformly, with blue noise dominating the industry. We know we're going to have noise - so we create the kind of noise that's easiest to denoise and that's least obvious to the human eye. Does it work 100% - no. Can you find failure cases - easily. But if we accept that people vote with their wallets - the people have voted, and it is in favor of the noise. Going further, If you believe that in raster ara we had no noise - your definition of noise is too narrow. Aliasing is also a type of noise, we undersample textures and geometry during rasterization, which results in aliasing artifacts, i.e. - noise. We've had noise for as long as we've had raster graphics. To preempt the most common rebuttal - I am not saying that noise is good, or that it is desirable. It is a byproduct of the techniques we use, and my argument is that the benefits that come with those techniques are outweighed by the side-effect of getting noise.

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Eric Hu
Eric Hu@TheRealEricHu·
Some good news, I passed JLPT N1. Welp still speak broken Japanese but it’s a start. I promise I’ll read more manga and anime. Also started writing diary in Japanese recently.
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OnThisDayInGaming
OnThisDayInGaming@OnThisDayGaming·
Rogue Galaxy for the PS2 was released on this day in North America, 19 years ago (2007)
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Eric Hu
Eric Hu@TheRealEricHu·
@_linda_huang is the most talented/professional unity technical artist I’ve ever worked with. Especially for 2d animation/ui/coordination between artist team and programmer team. And I’ll do the shader part. Hahahahahahaha.
Linda Huang@_linda_huang

Former member of Silver Lining Studio, now making an indie game with my husband. 👋 Selfie Worm is a physics platformer about a squishy worm that only jumps diagonally. Launch. Take selfies. Game demo: lukeliu.itch.io/selfie-worm Steam wishlist: store.steampowered.com/app/4333980/ #gamedev

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ゆっち〜 (Yuichiro MUKAI)
qiita.com/nemuke_cs/item… Unity6?から、ゲームオブジェクトを選択した時のAnimation Windowsで編集できるAnimationClipを独自で設定できるインターフェイスできてたんだ
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Alex Goldring
Alex Goldring@SoftEngineer·
Virtual textures in the browser. The whole of World of Warcraft map on a single texture. WebGL 2.0 implementation of virtual textures in meep writeup: discourse.threejs.org/t/virtual-text…
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beebo☀️ | aeru studio
beebo☀️ | aeru studio@bumblingbeebo·
The amount of times I've been told I have a sharp jawline is very bizarre cause I think my idea of a sharp jawline and other people's is very different
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