Realtime Global Illumination in Unity
Автор: Nathan Franck - Game Dev
Загружено: 2013-10-24
Просмотров: 3942
Rasterizes the scene into a volume texture and then cone traces through the volume per fragment to get a soft reflection. Still some work to do to make diffuse relections a little more convincing, but glossy and mirror reflections look pretty good!
A lot of different parameters can change the performance quality: The resolution of the voxel grid, the size of the steps in the cone tracing algorithm, the resolution of the screen, and the size of the color data type.
It was actually pretty simple code to implement, just required a year of casual research to figure out exactly what to do.
For use in Guns of Theory.
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