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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
173 lines
6.3 KiB
Markdown
173 lines
6.3 KiB
Markdown
---
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id: wiki-2026-0508-okami-ink-wash-aesthetics
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title: Okami Ink Wash Aesthetics
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Sumi-e, Okami Art Style, Cel-shaded Ink, NPR Ink-Wash]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [non-photorealistic-rendering, art-style, shader, okami, sumi-e, npr]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: HLSL/GLSL
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framework: NPR-shader
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---
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# Okami Ink Wash Aesthetics
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 Visual Components
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- **Outline (calligraphic)**: 매 view-space normal/depth edge detection + 매 brush-tip texture 의 매 sweep along edge.
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- **Cel-shaded fill**: 매 매 2-3 tone toon shader, 매 hard band transition.
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- **Paper texture**: 매 background canvas (washi paper) 의 매 multiplicative overlay.
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- **Ink bleed**: 매 매 alpha-mask 의 매 noise-perturbed edge — 매 ink-on-paper 의 매 organic boundary.
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- **Color desaturation**: 매 매 muted ochre/red/black palette — 매 sumi-e 의 매 traditional ink color.
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### 매 Rendering Pipeline
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1. Geometry pass (forward).
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2. Outline pass (post-process: depth + normal Sobel → brush-stroke compositor).
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3. Toon shading (vertex normal · light direction → step function).
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4. Paper overlay (full-screen quad multiply).
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5. Ink-bleed mask (procedural noise on alpha).
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### 매 응용
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1. Okami / Okamiden (Clover, Capcom).
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2. Sumire / Genji (homage).
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3. Modern: Sable, Kena: Bridge of Spirits (related NPR styles).
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## 💻 패턴
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### Sobel-based outline detection (post-process)
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```hlsl
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// HLSL — sample depth in 3x3 kernel, apply Sobel
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float SampleDepth(float2 uv) { return _DepthTex.SampleLevel(s, uv, 0).r; }
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float4 OutlinePass(float2 uv : TEXCOORD0) : SV_Target {
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float2 px = _ScreenSize.zw;
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float gx =
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-SampleDepth(uv + float2(-px.x,-px.y)) - 2*SampleDepth(uv + float2(-px.x, 0)) - SampleDepth(uv + float2(-px.x, px.y))
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+SampleDepth(uv + float2( px.x,-px.y)) + 2*SampleDepth(uv + float2( px.x, 0)) + SampleDepth(uv + float2( px.x, px.y));
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float gy =
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-SampleDepth(uv + float2(-px.x,-px.y)) - 2*SampleDepth(uv + float2(0,-px.y)) - SampleDepth(uv + float2( px.x,-px.y))
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+SampleDepth(uv + float2(-px.x, px.y)) + 2*SampleDepth(uv + float2(0, px.y)) + SampleDepth(uv + float2( px.x, px.y));
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float edge = saturate(sqrt(gx*gx + gy*gy) * 50);
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float brush = _BrushTex.Sample(s, uv * 4 + Hash(uv) * 0.05).r;
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return float4(0,0,0, edge * brush);
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}
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```
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### Toon (cel) shading with hard bands
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```glsl
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// GLSL — 3-tone toon
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float toonRamp(float NdotL) {
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if (NdotL > 0.6) return 1.0;
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if (NdotL > 0.2) return 0.6;
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return 0.3;
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}
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void main() {
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vec3 N = normalize(vNormal);
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float NdotL = max(dot(N, uLightDir), 0.0);
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float band = toonRamp(NdotL);
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fragColor = vec4(uBaseColor * band, 1.0);
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}
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```
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### Paper texture overlay
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```hlsl
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// Full-screen post-process — multiplicative paper grain
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float4 PaperOverlay(float2 uv : TEXCOORD0) : SV_Target {
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float4 scene = _SceneTex.Sample(s, uv);
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float paper = _PaperTex.Sample(s, uv * _PaperScale).r;
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// Slightly desaturate scene for ink-wash feel
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float gray = dot(scene.rgb, float3(0.299, 0.587, 0.114));
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scene.rgb = lerp(float3(gray,gray,gray), scene.rgb, 0.85);
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return float4(scene.rgb * (0.7 + paper * 0.3), 1.0);
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}
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```
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### Ink-bleed alpha noise
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```glsl
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// Animate bleed boundary using simplex noise
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float inkBleed(vec2 uv, float t) {
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float n = simplex(uv * 12.0 + vec2(t * 0.1));
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return smoothstep(0.45, 0.55, n);
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}
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void main() {
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vec4 base = texture(uInk, vUV);
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float bleed = inkBleed(vUV, uTime);
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fragColor = vec4(base.rgb, base.a * bleed);
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}
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```
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### Brush-stroke trail (Celestial Brush mechanic)
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```typescript
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// Player draws a stroke; sample points become ribbon mesh
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class BrushStroke {
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points: { pos: Vec2; pressure: number; t: number }[] = [];
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add(p: Vec2, pressure: number) {
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this.points.push({ pos: p, pressure, t: performance.now() });
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}
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toRibbonMesh(): Mesh {
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return generateRibbon(this.points, p => p.pressure * 8.0);
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// Width tapers based on pressure; texture is brush-tip
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}
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}
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```
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### Color palette (muted ochre/red/black)
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```hlsl
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// LUT-based color grading toward sumi-e palette
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float3 ApplyOkamiLUT(float3 color) {
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// Lookup table mapping linear color -> sumi-e palette
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return _OkamiLUT.Sample(s, color).rgb;
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}
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| Stylized NPR action game | 매 Okami pipeline (outline + cel + paper) 의 매 baseline |
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| Performance-constrained mobile | 매 vertex-based outline (vs post-process) |
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| Player-authored brush mechanic | 매 ribbon-mesh + 매 spline tessellation |
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| Color grading | 매 muted palette LUT, 매 desaturate 80-90% |
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**기본값**: 매 view-space outline + 매 3-band toon + 매 paper overlay + 매 sumi-e LUT — 매 Okami canonical NPR stack.
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## 🔗 Graph
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- 부모: [[Procedural-Level-Geometry]] · [[Metaverse Aesthetics]]
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- 변형: [[Algorithmic Rhetoric]] · [[Procedural-Rhetoric|Procedural Rhetoric (In Gaming)]]
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- 응용: [[Beat Saber]] · [[Edge Bleeding]]
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- Adjacent: [[Real-Time Translation]] · [[InstancedMesh 동적 버퍼 확장]] · [[Depth Pre-Pass|Early-Z]]
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## 🤖 LLM 활용
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**언제**: 매 NPR shader design, 매 sumi-e/ink-wash style 의 매 implementation, 매 outline-detection algorithms.
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**언제 X**: 매 photo-realistic rendering (매 stylization 의 매 mismatch).
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## 🪲 안티패턴
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- **Pure post-process outline**: 매 매 thin geometry 의 매 outline miss — 매 vertex-based hybrid 권장.
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- **Constant brush thickness**: 매 매 calligraphic feel 의 매 lose — 매 pressure/curvature 의 매 width modulate.
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- **Over-saturated palette**: 매 sumi-e 의 매 muted feel 의 매 contradict.
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## 🧪 검증 / 중복
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- Verified (Clover Studio Okami GDC 2007 talk, Capcom dev blogs, modern NPR research papers e.g. "Stylized Rendering" SIGGRAPH 2018).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — Okami NPR ink-wash pipeline + shader patterns |
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