I’d like to introduce our latest, greatest project just released by Marmoset Co:
Marmoset Skyshop
Image-Based Lighting Tools Shaders
BUY NOW! | Interactive Demo | Website | Tutorial | Walk-through Video
Marmoset Skyshop is a comprehensive suite of shaders and tools for HDR image-based lighting in Unity. It features editor extensions for importing HDR skies and panoramas, tools for turning skies into lighting, reflection cube-maps, and shaders to render with them.
Skyshop’s editor extensions feature:
- Panorama convolution tools
- Mipmapped reflection tools
- High Dynamic Range (HDR) art pipeline
- RGBM encoded textures (speedy, low-memory HDR for all hardware)
- Radiance HDR PFM file importers
- Scriptable Sky Objects for managing multiple skies per scene
- Integration with Beast Lightmapping Extended (bake with HDR skies!)
- Compatible with Unity 4.3+ Free & Pro
Shaders -
Skyshop comes with loads of shaders, all written in ShaderLab, and based on Marmoset Toolbag rendering technology. They feature all the modern bells and whistles you have come to expect:
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Diffuse specular image-based lighting
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Unity’s lights, shadows, lightmaps probes
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Normal-maps
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Gloss maps per-pixel control of blurred reflection
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Color specular maps
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Transparency simple glass
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Glow-maps bakable self-illumination
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Vertex color & occlusion support
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sRGB rendering
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iOS and Shader Model 3.0+ support
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Configurable source code included!
Performance -
All shaders are highly optimized, and all features easily configurable. The overhead for our precomputed IBL consists of just two cubemap lookups, and RGBM-decoding of HDR textures is similarly lightning-fast.
HDR(!) -
High dynamic range skies are handled with .hdr .pbm importers, and turned into RGBM textures during import. All the shaders handle RGBM cubemaps as well, allowing for super light-weight HDR without floating-point textures or any hardware restrictions; HDR that’ll run on a phone!
Gamma Correct -
Much care is taken to do all the fancy maths and light convolution in linear color-space. All output textures will work in both Linear and Gamma color-space so both Pro and Free versions of Unity are supported.
Mipmapped Gloss -
The specular cube-map also stores varying gloss levels in the different mip-map levels, allowing for blurry specular reflections that gloss-maps can blend between. A custom cube-map importer saves and manages these mip levels behind the scenes.
Sky Objects -
The IBL cube-maps can be stored and managed by a custom Sky object in your scene. Sky objects are treated as ambient light-sources and work along-side Unity’s direct lights. They also take care of binding all cube-maps, skyboxes, and exposure settings to our IBL shaders globally, making swapping out skies and messing with exposure through scripting very easy.
Lightmaps & Probes -
Skyshop’s shaders work in tandem with Unity’s lightmaps and light-probe illumination. Compliment bounced lighting from near-by surfaces with distant ambience and lighting from the entire sky, all while preserving specular and normal-map detail.
Lightmapping Extended -
Additionally, Skyshop comes bundled with a custom version of Michael Stevenson’s Lightmapping Extended, providing tools for illuminating Unity’s baking process with HDR images. Skyshop’s integration with Lightmapping Extended is seamless; send a sky to the Beast renderer with a click of a button and you are ready to bake.
- For even more information, pretty pictures, and shiny demos, see our website: http://marmoset.co/skyshop
- Want to revisit our dev process? Have questions that feel Frequently-Asked? Check out the Skyshop WIP thread.