I had a problem when creating the IBL cubemap.. I was used to import .exr textures with texture type set as Lightmap, but this didnt work when using a cubemap object. So sadly I had to do it in runtime. Imported as standard texture, in DXT1 and enconded to RGBM inside the shader as described by Brian Karis.
o.Irradiance=DecodeLightmap(RGBMEncode(texCUBE(IBL,worldNormal).rgb));
For the reflections Im still using the Latitude/Longitude Map. Mainly to avoid texture lookups. For now Im using MIP levels depending on the roughness, but I have to do some more research. There is still a huge problem with edge seams.
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