The ‘Standard’ shader uses a more heavy lighting calculation, based on the Unity Standard shaders, and offers a few more options. ‘Standard’ and ‘Diffuse’ (Lambert) specify the lighting method used before the dithering effect is applied to the material. The package contains a few material shaders which can be used to create dithered materials.There are in total eight dithered shaders available. Hovewer there is an option to generate texture automaticly using checkbox 'Auto Generate'. A warning will be shown if you changed settings, but didn't generate the texture. If you edit the properties, the texture will not generate automatically, so you should always generate the texture to see the results. 'Object Space' will wrap the pattern around the object based on the UV coordinates. 'Screen Space' will be like the image effect, a static pattern over the material. Using materials the pattern can be applied in 'Screen Space' or in 'Object Space'. This will make sure the 'Mixed Color Count' is setup correctly in the shader. When the 'Generate Texture' button is pressed, the texture is saved within the asset, that's why the image effect and materials will just take a 'Palette' asset as input. With the 'List From Image' button it's possible to populate the color list with the colors found in an image. The asset has 'Palette Color List' and 'Mixed Color Count' properties to setup your palette. The "Stylizer" element also contains a pixelation modifier to go alongside the dithering functionality to achieve pixel art style for any kind of 3D or 2D game. Four other shader, standard and diffuse both with opaque and transparent variants, to be used to create a material for geometry. One shader to be used in a post processing effect. Both have settings to tweak and generate a texture that can be used in the dithering shaders and materials. ![]() As well as a 'Pattern Asset' which has a several settings to define the pattern. A 'Palette Asset' which basically contains a list of colors and the amount of concurrent colors that could make up a color representation. The package introduces two types of assets. First layer can pixelate your game with just one button, second adds extra grain to reduce banding on the color steps. The Author(s), under exclusive licence to Japanese Society of Radiological Technology and Japan Society of Medical Physics.The package includes different shaders to achieve retro color look effect based on a color palette & pattern. The two phantoms showed good agreement with both references, which indicates the accuracy of DoseCalcs for subsequent use in estimating internal dosimetry quantities using a variety of geometrical methods.ĭoseCalcs Geant4 Internal dosimetry Monte Carlo Nuclear medicine SAF. ![]() SAFs in the ORNL and ICRP adult male phantoms for eight discrete mono-energetic photons with energies ranging from 0.01 to 2 MeV are calculated with DoseCalcs and compared to ORNL and OpenDose reference data. To assess the performance of the geometrical methods and computational capabilities of our developed tool, we used the GDML, TEXT, STL, and C++ methods to model the ORNL adult phantom, and a voxel-based structure to construct the ICRP adult male. In this study, we present a newly developed Geant4-based code for internal dosimetry calculations, namely "DoseCalcs". Such codes make physics easier for physicists who are experienced with computer programming however, programming and/or simulation inputs remain a time-consuming and intensive task. Currently, various Monte Carlo tools, such as MCNP, Geant4, and GATE, are available to estimate internal radiation dosimetry-related quantities, such as S values (S) and specific absorbed fractions (SAF). Therefore, it is important to predict the internal radiation dose to properly balance the advantages of radiological examinations. When a radiotracer is injected into a patient's body as part of a nuclear medicine investigation, the entire body is exposed to the ionizing radiation emitted, which can cause biological damage.
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