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Physically Based Rendering #4247
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Exciting initial start, wonder what it looks like on Seraphim units 😄 . In terms of pre-computing the roughness, BlackYps mentioned we can use mip maps for that. You can generate initial mip maps using Image Magick, as separate files. And then combine them again. I experimented with that for maps to reduce the detail of a texture as you zoom out so that it looks less repetitive 😄 An example cube map, extracted from fa steam. I'm not entirely sure what order the images are but it is difficult to imagine they choose a different order than the usual cube maps. Maybe @The-Balthazar has an idea about it |
Change lighting and add hdr correction
This change represents a steppingstone towards (significant) better graphics. Shaders that are based on physics are able to represent lighting a lot better than the current shaders.
Implements physically based shading for meshes.
We've had to work within the limitations of the engine:
Resources:
Note that the lighting setting of the maps varies wildly and we have not set on a good mapping for it, which is why in the last example the PBR shading looks darker than the original.
Also note that while we are trying to infer albedo/metallic/roughness/ao information from the original textures shipped with the game, those textures are very inconsistent at times. For optimal results each texture has to be manually checked.
(Jip) Todo before merge: