This demo is manily for daylight rendering test with custom shaders.
*Real-time lighting and shadowing used(no baked
lightmaps/AO maps)
*Embed new daylight system which created with custom
shaders.
*Improved Cubemap IBL
*Improved SSAO
*FXAA(Fast Approximate Anti-Aliasing) On
Control camera:Mouse
Exit:Alt+F4
Requirement:
Graphic card with shader model 3 support
So is this primarily a function of Ambient occlusion? I assume the IBL is more of a unique way to generate a light source? Is this to scale, e.g., 1 unit = 1 meter? It seems like when I use realistic scales the shadows, even at max resolution, are pretty granular. It looks very good, thanks for sharing.
Congrats. One of the best (if not the best) real-time scene I’ve ever seen done with unity. Because it lacks any scripting and/ or animations, etc, it actually runs decently on a down right crappy ATI 3400.