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WIP: Hillarie Phisically Based Atmosphere Shader #376
Conversation
Thank you very much for the PR submitted to Orillusion. We have carefully reviewed the specific code submitted, and the diffuse reflection effect is excellent. It surpasses our originally implemented algorithm, offering richer and more vibrant colors in the early morning! It's impressive and will surely provide a more noticeable enhancement for many developers using the related features. Based on this PR submission, we would like to offer some suggestions:
What are your thoughts on these suggestions? Thank you very much! The Orillusion team is always open for communication. |
First I'd like to thank you for spending the time to leave feedback. I agree with all of your suggestions, I was sharing this code early while still work in progress for exactly this reason. Sun renderingI have a couple approaches in mind for rendering the sun disk.
Post processingCouple improvements I can think of in the post processing step:
While some of these improvements may be out of scope for a single PR, I do think that the HDR part is important to address to produce correct IBL on the PBR materials. Please advise how I can use the sky box as a HDR environment texture, and whether we could/should have the tone mapping step on the entire scene as a postprocessing step instead of a per-shader basis. Extracting ExtensionFor extracting this as an extension I am assuming you would want it to be a separately installable NPM package, do you have documentation or code examples I could refer to for this? Is it a priority to extract it into an extension? I propose this name:
Thank you for your feedback in advance and I look forward to working on this more. |
@mate-h hi, we just released v0.8, many codes were changed, hope you cloud merge this module with the latest dev branch. And ideally you could add a new package into the /packages folder, e.g. We will publish a NPM |
Physically Based Atmosphere
This PR is implementing a LUT based production ready approach to physically based atmosphere based on Sebastian Hillarie's research and some of my own research.
Approach involves compute shaders with the following look up tables (LUTs):
References
https://github.com/sebh/UnrealEngineSkyAtmosphere
https://sebh.github.io/publications/egsr2020.pdf
https://github.com/mate-h/sky-model
Screenshot / demo
Top: new atmospheric shader, bottom: current atmospheric shader.
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