Need to work with the Timeline system
This Script should be attach to the main Camera
// make sure you add this to enable the Unity Postprocessing library
public class VignettePulse : MonoBehaviour
//name the Script the Way you want
//A customized PostProcessVolume and its profile
// A customized instance of the profile and its settings
m_Vignette = ScriptableObject.CreateInstance<Vignette>();
//Name the setting, attach it with a temp scriptable game object
m_Volume = PostProcessManager.instance.QuickVolume(gameObject.layer, 100f, m_Vignette);
// Assign this to the volume, make sure you got the layer correct. Currently it will read the layer of the game object it is attaching.
m_Vignette.intensity.value = Mathf.Sin(Time.realtimeSinceStartup);
Specular vs Metalness Workflows for PBR Shading
Density Volume For HDRP
Screen space Reflections
The HD Render Pipeline Lit Shader
by Nick DuPree
Copy Skin weight with a low poly cloth proxy.
Delegate A Delegate is a reference pointer to a method. It allows us to treat method as a variable and pass method as a variable for a callback. When it get called , it notifies all methods that reference the delegate. The basic idea behind them is exactly the same as a subscription magazine. Anyone can subscribe to the service and they will receive the update at the right time automatically.
Events Adds a layer of abstraction and protection on delegate, this protection prevents client of the delegate from resetting the delegate and invocation list. Events only allow to add and remove method from invocation list.
By BLUE FOX Creation
Diffuse map : The most frequently used texture mapping method. It wraps the bitmap image onto the 3D geometry surface while displaying its original pixel color. It's a standard photo that you'd get if you stood in front of the material and photographed it.
Albedo : An albedo texture is very similar to a diffuse map, but with one extra benefit: all the shadows and highlights have been removed.
Bump map : Bump mapping uses the grayscale values of an image map to create variations in the shading of the surface to which the map is applied. It adds details to 3D models without increasing the number of polygons.
Normal map : A Normal map is usually made from a high polygon model. Its color representation will affect surfaces like a regular bump map while providing higher degrees of detail.
Specular/reflection map : control how reflective the surface is, and can adjust the shape of the reflection. Specular usually simulates only the reflections of the brightest light sources in a scene.
Gloss/Roughness map : Roughness maps are Gloss maps in a PBR system, representing how smooth or rough a surface is. Also called Microsurface.
Displacement maps : Displacement maps are similar to bump but store height information and modify geometry when rendered, modifying both appearance of shading and silhouette.
Emission map : Emissive map (aka Glow or Self-illumination) mimic surfaces that emit light, like a computer monitor, a vehicle dashboard at night, or magical effects.
Ambient occlusion maps (AO) : Ambient occlusion maps are pre-computed calculations of ambient light bounce on a surface.
Cavity maps : Cavity maps are narrower version of ambient occlusion, keeping dark shadows to crevices and sharp corners only(usually used in metalness workflow).
Opacity/Alpha maps : Opacity maps, also known as Transparency map, are used to cut out parts of a surface, usually for alpha blending. For example: fire, grass, hair, smoke, water, windows, etc.
(Reference : polligon,polycount-wiki,iclone...)