1
00:00:01,200 --> 00:00:04,550
上一期，我们用代码渲染了一片写实的海
Last time, we rendered a photoreal sea with code.

2
00:00:04,550 --> 00:00:09,697
这一次，场景不变，只换着色器，看看它能变成什么样
This time the scene stays the same — we only swap shaders and see what it becomes.

3
00:00:10,597 --> 00:00:12,030
第一种，像素风
First: pixel art.

4
00:00:12,030 --> 00:00:15,757
先把画面降到三百二十乘一百八十的分辨率
Drop the render down to 320 by 180,

5
00:00:15,757 --> 00:00:18,914
再把颜色限制在二十四色的调色板里
limit the colors to a 24-color palette,

6
00:00:18,914 --> 00:00:20,732
用有序抖动模拟过渡
fake the gradients with ordered dithering,

7
00:00:20,732 --> 00:00:22,792
最后描上一圈深色轮廓
and trace dark outlines around the shapes.

8
00:00:24,892 --> 00:00:28,644
第二种，低多边形。把地形切成三角网格
Second: low poly. Cut the terrain into a triangle grid,

9
00:00:28,644 --> 00:00:30,977
每个三角形只是一个平面
where every triangle is one flat plane.

10
00:00:30,977 --> 00:00:34,421
法线不再平滑插值，每个面一种颜色
Normals no longer interpolate — one color per face,

11
00:00:34,421 --> 00:00:36,821
海浪也变成了起伏的折面
and even the waves become folded facets.

12
00:00:38,921 --> 00:00:40,843
第三种，卡通渲染
Third: toon shading.

13
00:00:40,843 --> 00:00:44,801
把光照量化成几个色阶，阴影偏向冷色
Quantize the lighting into a few bands and tint the shadows cool,

14
00:00:44,801 --> 00:00:47,669
再根据深度和法线的突变检测边缘
then detect edges from jumps in depth and normals

15
00:00:47,669 --> 00:00:49,427
画出手绘一样的描边
to draw hand-inked outlines.

16
00:00:51,527 --> 00:00:55,352
第四种，油画。桑原滤波会在每个像素周围
Fourth: oil painting. A Kuwahara filter finds the smoothest

17
00:00:55,352 --> 00:00:57,412
找出颜色最平稳的区域
region around each pixel,

18
00:00:57,412 --> 00:01:01,283
细节被抹成一块块笔触，再叠上画布的纹理
smearing details into brush strokes over a canvas texture.

19
00:01:03,383 --> 00:01:08,728
第五种，水墨。只保留明暗和远近，远山淡，近山浓
Fifth: ink wash. Keep only value and distance — far hills pale, near hills dark,

20
00:01:08,728 --> 00:01:11,994
边缘扰动成毛笔的飞白，海面留白
edges broken into dry-brush strokes, the sea left blank,

21
00:01:11,994 --> 00:01:14,207
太阳化作一轮朱砂红日
and the sun a cinnabar-red disc.

22
00:01:16,607 --> 00:01:18,850
同一套几何，同一套光照
Same geometry, same lighting —

23
00:01:18,850 --> 00:01:23,042
只是最后几行着色代码不同，画面就完全变了样
only the last few lines of shading differ, and the picture changes completely.

24
00:01:23,042 --> 00:01:26,195
你最喜欢哪一种？评论区告诉我
Which one is your favorite? Tell me in the comments.
