This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
ibl_sample_shader_lys [2017/04/29 13:28] adavies [Downloading and running the shader in FX Composer] |
ibl_sample_shader_lys [2017/05/16 02:57] adavies |
||
---|---|---|---|
Line 1: | Line 1: | ||
====== Image Based Lighting Sample Shader ====== | ====== Image Based Lighting Sample Shader ====== | ||
- | Throughout the following page we are providing a free IBL sample shader, the associated source files for the shader and a general user guide in that you may test the various aspects of IBL with a minimal setup and iteration time. | + | Throughout the following page we are providing a free IBL sample shader and the associated source files. |
- | The shader specifically covers cube maps that have been generated within Lys, though may still be a very useful general reference in other cases. | + | The shader specifically covers cube maps that have been generated within Lys using the Burley option for image based lighting but may also serve as a useful reference in general. |
Line 14: | Line 14: | ||
- | - Download the shader and asset files from HERE. | + | - Download the shader and asset files from [[https://s3-us-west-2.amazonaws.com/knalduswest/docs/freeLysIblSample.zip|HERE]]. |
- | - Download FX Composer from HERE & install. | + | - Download FX Composer from [[http://developer.download.nvidia.com/tools/FX_Composer/2.5/FX_Composer2_2.51.0701.1135.exe|HERE]] & install. |
- Extract the .zip file to a location of your choosing. | - Extract the .zip file to a location of your choosing. | ||
- Double click the freeLysIblSample.fxcproj file found in the extracted folder. | - Double click the freeLysIblSample.fxcproj file found in the extracted folder. | ||
Line 23: | Line 23: | ||
- Enjoy! | - Enjoy! | ||
- | Below is the full shader. You can download the sample shader and assets HERE | + | Below is the full shader. You can download the sample shader and assets [[https://s3-us-west-2.amazonaws.com/knalduswest/docs/freeLysIblSample.zip|HERE]] |
<code glsl> | <code glsl> | ||
/* | /* | ||
- | % Free IBL sample using cube map exported from Knaldtech's tool Lys | + | % Copyright 2017 Knald Technologies, LLC |
+ | % See LICENSE.txt for licensing and redistribution terms. | ||
+ | % Free IBL sample using cube map exported from Knaldtech's tool Lys. https://www.knaldtech.com/lys/ | ||
% The cube map was made with offset set to 3 and exported as GGX with Burley roughness drop. | % The cube map was made with offset set to 3 and exported as GGX with Burley roughness drop. | ||
*/ | */ | ||
Line 122: | Line 124: | ||
// form as cube maps convolved in Lys are based on RdotL and not NdotH. You can find | // form as cube maps convolved in Lys are based on RdotL and not NdotH. You can find | ||
// a more detailed description in "Pre-convolved Cube Maps vs Path Tracers" | // a more detailed description in "Pre-convolved Cube Maps vs Path Tracers" | ||
+ | // Despite the difference in distribution of MIPs the lit specular response resulting from | ||
+ | // the “roughness texture” will be identical to existing PBR based game engines and tools. | ||
float BurleyToMip(float fPerceptualRoughness, int nMips, float NdotR) | float BurleyToMip(float fPerceptualRoughness, int nMips, float NdotR) | ||
{ | { |