Lux has been updated for Unity 5 — so please start form page 23 in case you are using untiy 5.
If you are looking for a Hotfix for Unity 5.6. please go to page 28.
Hi there,
welcome to Lux – an open source physically based shader framework.
Why physically based Shading?
First of all physically based shading will give you much more convincing results than traditional lambert or blinnphong shading: No more fights with washed out specular highlights or boring dark areas as everything is shiny.
Second: psb will help you to get much more constant and predictable results under varying lighting conditions: Author once, use everywhere!
Lux and Unity 5
Unity 5 is right around the corner bringing built in psb shaders. So why should you use Lux?
Hardly anybody really knows about the capabilities of the upcoming built in shaders and hardly anybody knows when they will be available.
So Lux just enables you to get familiar with pbs today and author your materials properly as both use the same approach which is a specular reflectivity workflow. For this reason switching to Unity 5’s native shaders should just be a simple step. And who knows: May be Lux even competes with the new shaders…
Why open source?
There are already some commercial solutions out there available at the asset store, but none of those is free, some even break other shaders. So it might be rather difficult for the community to develop and improve unity’s rendering capabilities. But that is the whole idea behind this framework.
Test the webplayer
https://googledrive.com/host/0B7wuYyJnwF9ddHY5Ul9pbk9RZmM/lux01_standarddemo.html
Read the old development thread
http://forum.unity3d.com/threads/221985-Lux-%96-an-open-source-physically-based-shading-framework
Download Lux form the asset store
https://www.assetstore.unity3d.com/#/content/16000
Get the latest updates directly from the GitHub Repo
https://github.com/larsbertram69/Lux
Framework Features
· Normalized BlinnPhong or CookTorrance lighting
· Schlick-Smith or GGX Visibility Term
· Fresnel
· Image based ambient diffuse and specular lighting
· Box projected environment probes
· Forward and deferred lighting
· Gamma and linear color space
· HDR and LDR rendering
· Lightmaps and Lightprobes
· DX9, DX11 and OpenGL
· Specular reflectivity or metalness workflow
Included Base Shaders
Although it it pretty easy to write your own Lux shaders the package ships with a wide range of basic shaders to just let you get started:
· Bumped Diffuse
· Bumped Specular
· Box Projected Bumped Specular
· Detail Bumped Specular
· Alpha Test Bumped Specular
· Transparent Bumped Specular
· Self Illum Alpha Test Bumped Specular
· Parallax Bumped Specular
· Vertex Blended Bumped Specular
· Vertex Blended Parallax Bumped Specular
· Bumped Specular Translucent
· Dedicated skin, eye and hair shaders
· Physically based wetness including water accumulation and water flow
Advanced Terrain Shaders
Supporting a global color map, global normal map, a detail normal map and advanced blending between the different passes.
· Terrain first pass
· Terrain add pass
· Far Terrain
· Waving Grass
· Waving Grass Billboard
· Vertex Lit
Advanced Tree Shaders
Fixing most problems you might run into using linear lighting.
· Tree Creator Leaves (optimized)
· Tree Creator Bark (optimized)
· Tree Billboard
Editor Features
Lux lets you capture and convolve ambient probes based on ATI’s Cubemapgen directly within Unity.
· Capture Probes (Unity Indie & Pro)
· Convolve diffuse cube maps
· Convolve mipchained specular cube maps
Lux also supports cubemaps created with Skyshop or Jove.
Lars