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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