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Metal : the environment map less or more reflective and color based Roughness : can be achieved by blurring less or more the environment map I think using smart tricks on shaders we could achieve same aspect shaders perhaps not as good, but good enought Compliment bounced lighting from near-by surfaces with distant ambience and lighting from the entire sky, all while preserving specular and normal-map detail. Skyshop's shaders work in tandem with Unity's lightmaps and light-probe illumination. They also take care of binding all cube-maps, skyboxes, and exposure settings to our IBL shaders globally, making swapping out skies and messing with exposure through scripting very easy. Sky objects are treated as ambient light-sources and work along-side Unity's direct lights. The IBL cube-maps can be stored and managed by a custom Sky object in your scene. A custom cube-map importer saves and manages these mip levels behind the scenes. The specular cube-map also stores varying gloss levels in the different mip-map levels, allowing for blurry specular reflections that gloss-maps can blend between. All output textures will work in both Linear and Gamma color-space so both Pro and Free versions of Unity are supported. Much care is taken to do all the fancy maths and light convolution in linear color-space. All the shaders handle RGBM cubemaps as well, allowing for super light-weight HDR without floating-point textures or any hardware restrictions HDR that'll run on a phone! pbm importers, and turned into RGBM textures during import. High dynamic range skies are handled with. The overhead for our precomputed IBL consists of just two cubemap lookups, and RGBM-decoding of HDR textures is similarly lightning-fast. Can it be mixed with dynamic lights system shaders ?Īll shaders are highly optimized, and all features easily configurable.
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