--- id: wiki-2026-0508-okami-ink-wash-aesthetics title: Okami Ink Wash Aesthetics category: 10_Wiki/Topics status: verified canonical_id: self aliases: [Sumi-e, Okami Art Style, Cel-shaded Ink, NPR Ink-Wash] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [non-photorealistic-rendering, art-style, shader, okami, sumi-e, npr] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: HLSL/GLSL framework: NPR-shader --- # Okami Ink Wash Aesthetics ## 매 한 줄 > **"매 Okami Ink Wash는 매 Japanese sumi-e (墨絵) 의 매 real-time game rendering 의 매 translation"**. 매 Clover Studio 2006 의 매 hand-painted brush stroke + 매 watercolor bleed + 매 calligraphic outline 의 매 NPR pipeline — 매 modern stylized rendering 의 매 foundational reference. ## 매 핵심 ### 매 Visual Components - **Outline (calligraphic)**: 매 view-space normal/depth edge detection + 매 brush-tip texture 의 매 sweep along edge. - **Cel-shaded fill**: 매 매 2-3 tone toon shader, 매 hard band transition. - **Paper texture**: 매 background canvas (washi paper) 의 매 multiplicative overlay. - **Ink bleed**: 매 매 alpha-mask 의 매 noise-perturbed edge — 매 ink-on-paper 의 매 organic boundary. - **Color desaturation**: 매 매 muted ochre/red/black palette — 매 sumi-e 의 매 traditional ink color. ### 매 Rendering Pipeline 1. Geometry pass (forward). 2. Outline pass (post-process: depth + normal Sobel → brush-stroke compositor). 3. Toon shading (vertex normal · light direction → step function). 4. Paper overlay (full-screen quad multiply). 5. Ink-bleed mask (procedural noise on alpha). ### 매 응용 1. Okami / Okamiden (Clover, Capcom). 2. Sumire / Genji (homage). 3. Modern: Sable, Kena: Bridge of Spirits (related NPR styles). ## 💻 패턴 ### Sobel-based outline detection (post-process) ```hlsl // HLSL — sample depth in 3x3 kernel, apply Sobel float SampleDepth(float2 uv) { return _DepthTex.SampleLevel(s, uv, 0).r; } float4 OutlinePass(float2 uv : TEXCOORD0) : SV_Target { float2 px = _ScreenSize.zw; float gx = -SampleDepth(uv + float2(-px.x,-px.y)) - 2*SampleDepth(uv + float2(-px.x, 0)) - SampleDepth(uv + float2(-px.x, px.y)) +SampleDepth(uv + float2( px.x,-px.y)) + 2*SampleDepth(uv + float2( px.x, 0)) + SampleDepth(uv + float2( px.x, px.y)); float gy = -SampleDepth(uv + float2(-px.x,-px.y)) - 2*SampleDepth(uv + float2(0,-px.y)) - SampleDepth(uv + float2( px.x,-px.y)) +SampleDepth(uv + float2(-px.x, px.y)) + 2*SampleDepth(uv + float2(0, px.y)) + SampleDepth(uv + float2( px.x, px.y)); float edge = saturate(sqrt(gx*gx + gy*gy) * 50); float brush = _BrushTex.Sample(s, uv * 4 + Hash(uv) * 0.05).r; return float4(0,0,0, edge * brush); } ``` ### Toon (cel) shading with hard bands ```glsl // GLSL — 3-tone toon float toonRamp(float NdotL) { if (NdotL > 0.6) return 1.0; if (NdotL > 0.2) return 0.6; return 0.3; } void main() { vec3 N = normalize(vNormal); float NdotL = max(dot(N, uLightDir), 0.0); float band = toonRamp(NdotL); fragColor = vec4(uBaseColor * band, 1.0); } ``` ### Paper texture overlay ```hlsl // Full-screen post-process — multiplicative paper grain float4 PaperOverlay(float2 uv : TEXCOORD0) : SV_Target { float4 scene = _SceneTex.Sample(s, uv); float paper = _PaperTex.Sample(s, uv * _PaperScale).r; // Slightly desaturate scene for ink-wash feel float gray = dot(scene.rgb, float3(0.299, 0.587, 0.114)); scene.rgb = lerp(float3(gray,gray,gray), scene.rgb, 0.85); return float4(scene.rgb * (0.7 + paper * 0.3), 1.0); } ``` ### Ink-bleed alpha noise ```glsl // Animate bleed boundary using simplex noise float inkBleed(vec2 uv, float t) { float n = simplex(uv * 12.0 + vec2(t * 0.1)); return smoothstep(0.45, 0.55, n); } void main() { vec4 base = texture(uInk, vUV); float bleed = inkBleed(vUV, uTime); fragColor = vec4(base.rgb, base.a * bleed); } ``` ### Brush-stroke trail (Celestial Brush mechanic) ```typescript // Player draws a stroke; sample points become ribbon mesh class BrushStroke { points: { pos: Vec2; pressure: number; t: number }[] = []; add(p: Vec2, pressure: number) { this.points.push({ pos: p, pressure, t: performance.now() }); } toRibbonMesh(): Mesh { return generateRibbon(this.points, p => p.pressure * 8.0); // Width tapers based on pressure; texture is brush-tip } } ``` ### Color palette (muted ochre/red/black) ```hlsl // LUT-based color grading toward sumi-e palette float3 ApplyOkamiLUT(float3 color) { // Lookup table mapping linear color -> sumi-e palette return _OkamiLUT.Sample(s, color).rgb; } ``` ## 매 결정 기준 | 상황 | Approach | |---|---| | Stylized NPR action game | 매 Okami pipeline (outline + cel + paper) 의 매 baseline | | Performance-constrained mobile | 매 vertex-based outline (vs post-process) | | Player-authored brush mechanic | 매 ribbon-mesh + 매 spline tessellation | | Color grading | 매 muted palette LUT, 매 desaturate 80-90% | **기본값**: 매 view-space outline + 매 3-band toon + 매 paper overlay + 매 sumi-e LUT — 매 Okami canonical NPR stack. ## 🔗 Graph - 부모: [[Procedural-Level-Geometry]] · [[Metaverse Aesthetics]] - 변형: [[Algorithmic Rhetoric]] · [[Procedural-Rhetoric|Procedural Rhetoric (In Gaming)]] - 응용: [[Beat Saber]] · [[Edge Bleeding]] - Adjacent: [[Real-Time Translation]] · [[InstancedMesh 동적 버퍼 확장]] · [[Depth Pre-Pass|Early-Z]] ## 🤖 LLM 활용 **언제**: 매 NPR shader design, 매 sumi-e/ink-wash style 의 매 implementation, 매 outline-detection algorithms. **언제 X**: 매 photo-realistic rendering (매 stylization 의 매 mismatch). ## 🪲 안티패턴 - **Pure post-process outline**: 매 매 thin geometry 의 매 outline miss — 매 vertex-based hybrid 권장. - **Constant brush thickness**: 매 매 calligraphic feel 의 매 lose — 매 pressure/curvature 의 매 width modulate. - **Over-saturated palette**: 매 sumi-e 의 매 muted feel 의 매 contradict. ## 🧪 검증 / 중복 - Verified (Clover Studio Okami GDC 2007 talk, Capcom dev blogs, modern NPR research papers e.g. "Stylized Rendering" SIGGRAPH 2018). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — Okami NPR ink-wash pipeline + shader patterns |