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Versione completa: [WIP] HDR rendering in Unity WIP
Al momento stai visualizzando i contenuti in una versione ridotta. Visualizza la versione completa e formattata.
[Immagine: Fit_HDr3.jpg] [Immagine: fit_hdr4.jpg] [Immagine: fit_hdr5.jpg] [Immagine: fit_hdr6.jpg]

This is a test rendering of HDR rendering techniques in Unity,

Currently implemented:

64Fp render texture;
Tonemap function with Gamma control and night blue shift;
Automatic exposure control;
Floating point texture blending for accurate motion blur and Dof (mainly for multi-pass accumulation rendering, so high quality screen shot is possible);
Image based lighting and correct cubemap bilinear filtering done in the fragment shader(Currently slower than hardware filtering);
Camera transformation jittering, this is for anti-alising when generate multipass accumulation renderings. The above shot uses a 32x anti-alising transform.

To do:
Hdr cubemap, which is partially working atm( by packing Hdr into Ldr format);
Faster cube map filtering, this may require Dx10 support in unity in the future;
Some code optimization.

Feel free to fire any questions

Download the demo for windows here: http://www.mediafire.com/?fm9wqfidudgsonm

Controls: arrows to move around and WASD to rotate camera, QE for roll and RF for moving vertically.
The Toggle Accumulate Blur button forces on a 32X accumulate anti aliasing + motion blur( for screen capture purpose).

Move around and see the different exposure when looking at the dark/bright part of the scene.

Note: You need a shader model 3.0 ready GPU to run the demo.

Autore: http://forum.unity3d.com/threads/84755-H...-Unity-WIP
Oh My God
Ottimo lavoro, non pensavo che potessero fare anche ste cose in hdr. Veramente spettacolare :]

Zapetino

ok voglio ufficialmente provare unity !