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Physically Based Shader - IBL

TheMetaMorphe
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TheMetaMorphe polycounter lvl 12
Hi,

I'm working on a Physicall based shader for a while now on Unity and now I think it is time to show some of my progress on it.

At the beginning I was developping a shader for a game I'm currently making on unity but more I was going deeper into it more I was thinking of making a version for folio ( my folio :) ).


This shader use :

HDR Cube map and Sky encoded in RGBM using a custom app to encode them from HDR to TGA.
Ambient Cube using HDR Cube map as source of illumination.
A normalized Blinn-Phong as specular term.
Mipmap for gloss reflection.

You can try a very first version of it here : http://www.charles-greivelding.com/UNITY/Ingram/Ingram.html

Use the mouse to rotate the camera around and the mouse wheel for zooming in and out.

Post Process are from Unity.

Some images :

Unity_PBR_IBL_01.jpg

Unity_PBR_IBL_02.jpg

Unity_PBR_IBL_03.jpg


Probes are from : http://www.hdrlabs.com/sibl/archive.html

Some usefull reads :

RGBM Encoding : http://graphicrants.blogspot.fr/2009/04/rgbm-color-encoding.html

Jason Mitchell, Gary McTaggart and Chris Green,"Shading in Valve’s Source Engine," SIGGRAPH Course on Advanced Real-Time Rendering in 3D Graphics and Games, 2006. http://www.valvesoftware.com/publications/2006/SIGGRAPH06_Course_ShadingInValvesSourceEngine_Slides.pdf

Gary McTaggart, "HDR in Valve’s Source Engine," SIGGRAPH Course on High-Dynamic-Range Imaging: Theory and Applications, 2006. http://www.valvesoftware.com/publications/2006/SIGGRAPH06_Course_HDRInValvesSourceEngine_Slides.pdf

Hoffman, “Crafting Physically Motivated Shading Models for Game Development” and “Background: Physically-Based Shading” http://renderwonk.com/publications/s2010-shading-course/

Lazarov, “Physically Based Lighting in Call of Duty: Black Ops” http://advances.realtimerendering.com/s2011/Lazarov-Physically-Based-Lighting-in-Black-Ops%20(Siggraph%202011%20Advances%20in%20Real-Time%20Rendering%20Course).pptx

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