Hello there! Me and Nose made possible to get HDR realtime cubemaps in DirectX9 mode using rgbm encode, and we want to share it. Here’s webplayer to show the defference between HDR and LDR rendering(Use keyboard arrows to rotate the camera)
and here’s source with examples of encode and decode in shaders.
Add RenderCubemapReflectionRGBM.cs script to your gameobject аnd set some parameters:
LayerCube should be a new layer for cube mesh which encode the cubemap.
RenderLayerCube should be set only on your cube layer and nothing else.
LayerMask should be ignore your gameobjet and LayerCube.
Encode shader should be set EncodeRGBM.shader.
Your main camera should ignore cube layer.
About Decode:
RGBMReflective.shader contains example of decode rgbm texture in surface shader. You should use this algorithm for your custom reflective shaders.