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IBL Global Illumination within unlit material.
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 http://graphics.stanford.edu/data/3Dscanrep/ , the official free download site, are only used for assisting to demonstrate the materials.
Video (without GDFAO): https://www.bilibili.com/video/av35482108
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 https://1drv.ms/u/s!AiXRh0GUxxZrg2D2wI4jw2pekVjW to download the tool and https://1drv.ms/w/s!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".