A hands-on deep dive into NetEase’s NeoX engine rendering system, as used in the G86 (Infinite Lagrange) project. Each article dissects a specific shader subsystem with actual source code from res/shader/ and bilingual (English/Chinese) explanations.
Introduction
| Article |
Topic |
| Introduction |
What is NeoX, core architecture (SURF/NFX/HLSL), rendering technologies overview, comparison with UE5.6 |
Part 01 — Shader System
| Article |
Topic |
| NFX & SURF Format |
Material descriptor XML format, technique/pass declarations, resource bindings, material pipeline walkthrough |
| NeoX HLSL Dialect |
Four-struct interface (Material/View/Light/Fragment), cross-platform macros, include hierarchy, utility library |
Part 02 — Rendering Pipeline
| Article |
Topic |
| Forward Shading Pipeline |
forward_shading.hlsl — vs_main/ps_main flow, vertex transform chain, lighting loop, special modes |
| Deferred Shading Pipeline |
deferred_shading_gbuffer.hlsl — 3-RT GBuffer layout, Single-Pass Deferred for TBDR, flag encoding, UE5 comparison |
Part 03 — Material System
| Article |
Topic |
| PBR Material System |
Standard PBR workflow, texture slot conventions (Albedo/Normal/MixMap), GetAlbedo/GetRoughness/GetMetalness |
| Multi-Layered PBR |
N-layer clearcoat stack, BSDF layer blending, comparison with UE5 Substrate |
Part 04 — Lighting Models
| Article |
Topic |
| GGX BRDF Implementation |
brdf.hlsl — D_GGX, F_Schlick, SmithJointGGX, anisotropic GGX, EnvBRDFApprox, full specular assembly |
| 13 Shading Models |
All models: Isotropy, Skin, Hair (Marschner R/TT/TRT), ClearCoat, Toon, Glass, Eye, Subsurface, Transparent, Unlit, Mobile PBR |
Part 05 — Post Processing
| Article |
Topic |
| Post Effects Overview |
60+ effects: Bloom, DOF, ACES/Filmic tonemapping, Eye Adaptation, FXAA/TAA, Fog, Sun Shafts, Color Grading |
Part 06 — Custom Features (planned)
| Article |
Topic |
| (planned) Planet Rendering |
Complete planet shader system — cube map + fractal noise + detail texture arrays |
| (planned) PSE Particle System |
Particle effect shader architecture, billboard rendering, GPU instancing |
| (planned) Procedural Generation |
Bullet trails, black holes, laser beams — procedural geometry shaders |
Source: G:\SVN\G86\project_res_pc\res\shader\ · NeoX Engine