The IBL overhead for a shader is really just two cubemap lookups so adding new shader types is easy and I plan to do more of it. All the output textures will work in both Linear and Gamma color-space so both Pro and Free versions of Unity are supported.Īlong with the IBL tools, Skyshop will come with all the permutations of shaders and material types you've come to expect from Unity:ĭiffuse, Blinn-specular, normalmaps, and transparency. 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 really HDR that'll run on a phone! pbm importer and turned into RGBM textures. High dynamic range skies are handled with a. They also take care of binding all cubemaps, 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 in your scene and work along-side Unity's direct lights. The IBL cubemaps can be stored and managed by a custom Sky object in your scene. Eventually I want to use DDS cubemaps for everything. ![]() The specular cubemap also stores varying gloss levels in the different mip-map levels, allowing for blurry specular reflections and gloss-maps in the IBL shader.Ī custom cubemap importer saves and loads these mip levels from sub-assets of the cubemap for now. Skyshop takes sky images (panoramas, crosses, or cubemaps) as input and will generate diffuse and specular IBL cubemaps from them. I've been working on bringing Marmoset Toolbag shaders into Unity, and along with it, a suite of tools for processing HDR skies into IBL data.
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