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유니티테크놀로지스코리아 
필드엔지니어오지현
ATOZ 
OF 
LIGHTING 
Lambertian 
Physically Based
NdotL
LAMBERT 
image : http://www.gamedevforever.com/228
image : unity manual 
Lambert 
Half Lambert / 
Wrapped Diffuse
Toon Ramp
image : http://mtnphil.wordpress.com/ 
Indirect Lights
Directional Lights
http://docs.unity3d.com/356/Documentation/Manual/LightProbes.html 
Light Probes
http://docs.unity3d.com/356/Documentation/Manual/LightProbes.html
http://www.mrbluesummers.com/3510/3d-tutorials/3dsmax-mental-ray-sub-surface-scattering-guide 
SubSurface Scatering 
표면하산란
image : http://www.farfarer.com/blog/2013/02/11/pre-integrated-skin-shader-unity-3d/ 
Pre-Intergrated Skin 
Fake SSS
Color Correction 
Color Grading
http://docs.unity3d.com/Manual/script-ColorCorrectionEffect.html
AN EXAMPLE OF THE PC GAME
AN EXAMPLE OF THE MOBILE GAME
AN EXAMPLE OF THE MOBILE GAME
AN EXAMPLE OF THE MULTI PLATFORMGAME
The Evolution 
of 
Game Graphics 
Metal Gear Solid by FOX Engine
Physically 
Based 
Rendering 
Next Evolution :
Refraction 
(굴절) 
Snell’s Law
Reflection (반사) 
image : www.superhqwallpapers.com
image : http://www.gamedevforever.com/35
Everything has fresnel 
diffuse 
specular 
image : Everythig is shiny, John hable
image : physics and math of shading, siggraph 2013 
Lights
image : physics and math of shading, siggraph 2013 
Lights
Microfacet Microgeometry 
미세표면 
Roughness Glossiness 
거칠기 
image : Mastering Physically Based Shading in Unity 5, Unite2014
Metals 
colored reflection 
more reflective 
image : wikipedia
Reflection
Reflection 
Probes
image : http://www.aversis.be/tutorials/vray/vray-20-gi-methods.htm 
Indirect Lights
Cubemap
Image Base Lighting
High Dynamic Range
One Standard Shader
Conservation ofEnergy 
에너지보존법칙
Incoming Light 
=> 
diffuse + reflection + refraction
Sharper reflections = stronger 
blurry reflections = dimmer
http://forum.unity3d.com/threads/real-time-global-illumination-for-all-versions-of-unity-w-i-p.206191/ 
Global Illumination
Thank you !

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