HDR RGBM Realtime cubemap!

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.

Fantastic work. This will be immensely useful. Would this work with Beast lightmap baking?

Here is a thread about Beast cubemap environment illumination.

Looks neat but I think your demo may be broken? I see no difference between HDR on/off. It seems to always be on.

Great work KEI !

I was wondering myself but check the LDR color banding in the third tunnel env map.

Temporaro, i don’t see reasons why it wouldn’t work with lightmapping. If range fits in ARGBHalf and RGBM format, it would work.

nixter, if you set exposure slider in webdemo to higher value, you will see difference in dark areas.

Great work! This would be great combined with some sort of car paint shader.

Ahh, I see it now. Thanks for the tip, Florian.

can you provide complete project with HDR files?
It will be great help to check the feature.