Shader Fundamentals - Image Based Lighting
Video Statistics and Information
Channel: Makin' Stuff Look Good
Views: 44,176
Rating: undefined out of 5
Keywords: Unity, Unity3D, Game Development, Programming
Id: xWCZiksqCGA
Channel Id: undefined
Length: 11min 42sec (702 seconds)
Published: Mon Oct 16 2017
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Hey /r/Unity3D! I'm back with a new video! I see shaders have been getting more and more attention on the subreddit lately which is awesome! There are so many tangents to explore when it comes to shaders and visual effects— so here's another one!
This video get's into the use of Cubemaps as a source for indirect lights. Unity's standard shader partially uses this technique out of box with indirect specular and their Reflection Probes. But breaking into the standard shader to see that logic can be quite daunting. Here, we'll write out own simple shader where we can assign the source reflection cubemap directly and see how it can be used to provide both diffuse and specular light to object in our scene.
Ideally we can extend from here into authoring our own mini version of a PBR shader— which is super exciting :D
Let me know what you think! ^
About 3 or 4 years ago I had to implement PBR shaders in GLSL. I wish this video was around back then! While there are great resources out there for this they are spread wide and are often overly complex. Your video did a fantastic job of taking a complex subject and explaining it in easy to understand terms. I especially liked your visual representation of the reflect function.
I appreciated the shout out to conservation of energy.