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ibl_sample_shader_lys [2017/05/15 00:37]
adavies
ibl_sample_shader_lys [2017/05/16 02:53]
adavies [Downloading and running the shader in FX Composer]
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 ====== Image Based Lighting Sample Shader ====== ====== Image Based Lighting Sample Shader ======
  
-Throughout the following page we are providing a free IBL sample shaderthe 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 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.
  
  
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   - 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>
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 % Free IBL sample using cube map exported from Knaldtech'​s tool Lys. https://​www.knaldtech.com/​lys/​ % 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.
 +% 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.
 */ */
  
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 // 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)
 { {
ibl_sample_shader_lys.txt · Last modified: 2017/05/23 03:49 (external edit)