Sunday, July 6, 2014

Physically Based Shader v0.12

More progress on the Physically Based Shader for the free version of Unity. I've improved the math for the ambient diffuse contribution. It should now behave very similarly to hemispherical ambient light solutions you might see elsewhere. Next I'll probably re-tackle the math for how the ambient light setting is combined with the RSRM. The one I'm using still ends up a little too saturated in extreme lighting conditions -- though it's really not noticeable in most scenes now.


This scene is wearing out its usefulness in demonstrating new features, so this may be the last time you see the bunny, the rocks, and the kyles like this. I actually broke this scene in the latest version of the shader and had to reset the material settings, lights, and camera by eye. :/ The shader can cast and receive shadows now and I've fixed a bug that couldn't be seen in this scene where objects that were lit by multiple point lights would double accumulate fog.

In the new scene, I'll also be showing off new tools for wrangling scene render settings, skybox tint, key light settings, distance fade-able flares, ambient light-skybox calibration, and a fog light scattering approximation. So stick around for that!

Hit the jump for a couple more pictures including just the ambient contribution and some different lighting conditions.



Ambient only

Directional "sun" light. This scene is pretty dim, because there's so much diffuse cloudy sky lighting.
and here's the scene with a different sky.


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