Non Photorealistic Rendering
Based on Lambertian Diffuse Model, Non Photorealistic Rendering(NPR) aims to achieve hand-painted styles often seen in animes or comics. The light and dark areas in these materials are well distinguished to have a stronger contrast.
Basic Lighting
Ambient, Diffuse, and Specular.
For ambient, use normal vector to separate different areas and color them with AO as a mask. For direct diffuse and specular, the Phong shading model is implemented.
For indirect specular, a cube map is used to simulate environment reflection.
Character Shading
I imitated Dota 2's character shading model. Using various texture maps, including Base Color, Transparency Mask, Normal Map, Specular Map, Specular Exponent, Specular Tint Map, Rim light Map... to control the shading on the character.
Effects
Animating UVs, controlling vertices, and blending transparent fragments. I learned various render techniques that are often used to make visual effects.


