Imagine Based Lighting: Global Illumination

Average Rating:  
X Rating Failed

IBL Global Illumination within unlit material.

  • Supported Target Platforms
  • Supported Engine Versions


Real-time global illumination has been long-wanted by rendering engineers. This project contain materials that aim at simulating GI as much as possible, with a variety of methods. Real-time captured cube map at low resolution make it possible to calculate BRDF lighting, and at the mean time global and local distance field enable visibility tests and AO calculation. But, such shaders cost a lot. GTX 1060 or higher video card is expected.

The Stanford Bunny meshes in the scene which comes from , the official free download site, are only used for assisting to demonstrate the materials.

Technical Details

Video (without GDFAO):


  •  Global illumination with real-time captured IBL textures
  • Real-time emission and environment lighting
  •  Physically based rendering
  • Physically approximated transparency
  • GGX improtance sampling
  • Self-shadowing with provided local DF textures
  • Global visibility test and AO using global DF

Texture Resolutions:

  •  Voronoi normal map 512x512

Number of Materials: 6 materials, 22 instances

Do Materials derive from a Master Material with instances as variation: Yes

Number of Textures: 1

Supported Development Platforms: Windows

Supported Target Build Platforms: Windows


Important/Additional Notes: For local distance field generator, visit!AiXRh0GUxxZrg2D2wI4jw2pekVjW to download the tool and!AiXRh0GUxxZrg15Q85xfTRFkSxEB to download the document. Local DF is only useful for self-shadowing and transparency, and it is not compatible with global DF. Global distance field can be enabled within project settings "Generate Mesh Distance Field".





Previous Next
  • Edit
  • Preview
  • Help
Login to comment
X Report this Comment
X Attention

X Edit this Comment
  • Edit
  • Preview
  • Help
X Remove this Comment

Are you sure you want to remove this comment?

X Attention