Hi! How would one... be able to make and use PRT in Unity?

Hi! :slight_smile:

Would Pre-computed Radiance Transfer (PRT) be possible in Unity, and if so, where can I find some good resources to get started? I wished to do this since I looked through the DirectX SDK samples… and stumbled upon this PRT magic… :smile:

Anyway, please help me implement this! And also, would such a thing be even feasible on Mobile? (Probably not… :smile:)

The built in lightmapper has GI that can be enabled, it seems to be pro only though

PRT definitely is possible in Unity! Proof being that it’s already getting done :slight_smile: So if you want a hand with that, you should probably get in touch with Aieth. As for mobile… from what I know, the algorithm is not terribly computationally heavy. I’m not aware of all the performance pitfalls that lie within the realm of mobile, but I feel like it should be practical on the higher end stuff.

Well… isn’t Jove GI pro-only? :eyes:

Oh, and DX11 isn’t my way to go… (Only have an Intel HD 3000)

I think there’s actually a fair chance it could support dx9. The runtime part is just a 3d lookup with some optimization tricks. As for free support… as long as you fill the textures on the cpu… I guess that one might be possible as well. :slight_smile:

Yes… that’s why I gravitated toward it.

Actually, the fx i was going for too was the lightprobe-esque sample. (the one that had the vehicle and the temple, apparently by ATI)