GGX

Hi

I watched the unite video and saw that it mentioned unity was moving to GGX for PBR and are working with allegorithmic to make sure painter works seamlessly in 5.3. I never seen any mention of this in the notes. Has this been added? I was hoping to test.

Thanks

M

Random note; GGX was already available by altering the .cginc’s used. I believe the UnityPBSLighting.cginc has a define that switches to GGX.

I’d also like to know if GGX will work on mobile

Also interested - did some test with GGX and found this really good: Unity 5 PBR weak spots [example scene included] - Unity Engine - Unity Discussions

Can we expect GGX to be “official default” in 5.3?

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GGX and some other improvements should be in 5.3 beta 5. Notable/relevant:

  • Specular switched to GGX (was normalized Blinn-Phong before)
  • Smoothness curve matches other tools like Substance Painter and Marmoset Toolbag2 (when both set to use GGX) much more closely
  • Realtime reflection probe glosiness matches baked glosiness better
  • Reflection probe convolution is much faster and preserves HDR highlights better
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Great! Thank you very much for clarification :slight_smile:

Just a quick question

Just a quick question here then. Will GGX be default? Or will there be options within the editor to jump back in forward (like linear lighting etc?)

@Aras , do all these changes have any impact on mobile performance?

I’m not sure you’d want this stuff for mobile :stuck_out_tongue:

The current shader (5.2) works fine (not using it for everything in my scene). How bad is the new stuff, if it’s actually bad?

I’d imagine GGX to take a bit more time up, if you wanted to still use that. Bear in mind Unity are researching the Mobile PBS, and people should probably roll their own or wait for that.

The current desktop standard shader is a huge waste of resources for a phone.

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Ok, Thanks!