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As per the feedback by @elalish in the initial PR:
When an HDR Cube Map texture is available, shadows only have to consider occlusion of other rendered objects in the scene. @elalish: Not quite sure what this sentence is saying... I'm pretty sure this is hard.
We should add some details explaining how a simpler, non-PBR, renderer (eg, a standalone GLSL shader) could give acceptable results:
Doing this 100% correctly is very hard; however, there are many simple approximations that are commonly used. In particular, it may be sufficient in some cases to combine a baked ambient occlusion map with a IBR shader that needs no realtime dynamic lights.
A simple, non-physically based implementation may simply index the HDR cube map using a surface normal, and blend it with an albedo term representing the color of the surface using operators representing the artists intent.
The text was updated successfully, but these errors were encountered:
As per the feedback by @elalish in the initial PR:
We should add some details explaining how a simpler, non-PBR, renderer (eg, a standalone GLSL shader) could give acceptable results:
Doing this 100% correctly is very hard; however, there are many simple approximations that are commonly used. In particular, it may be sufficient in some cases to combine a baked ambient occlusion map with a IBR shader that needs no realtime dynamic lights.
A simple, non-physically based implementation may simply index the HDR cube map using a surface normal, and blend it with an albedo term representing the color of the surface using operators representing the artists intent.
The text was updated successfully, but these errors were encountered: