Download from Google disk
It's not 100% match unfortunately, but close enough.
It is how GGX-based BRDF should work, not how it works in Unity.
---------------------------------------------------------------------
If you are interested in details, please read below.
Here are some comparison pictures:
So, what's wrong?
- Unity using Gamma space incorrect lighting by default.
COME ON Unity! How could that be even possible in 2016!
Please change your color space to linear at Edit -> Project Settings -> Player -> Other Settings
and read this article if u are not too lazy: LinearRendering-LinearOrGammaWorkflow
If you still want to use gamma space, or you forced to, for any reason, there is an option to switch shader from linear space by disabling this checkbox:
- Unity Indirect BRDF part has an error in it, despite the fact it is an approximation.
Dominant reflection vector(you may consider it as an average of all R vectors for that point of view) of the glossy surfaces tends to tilt closer to surface normal, and with roughness=1 it becomes normal , and distribution becomes uniform, lambertian. However in Unity, environment map always samples from reflection vector, and that leads to incorrect reflections and light leaking.
I really hope unity will fix than in the next major update.
Have you filed bugs for either of these issues?
ReplyDeletehttps://unity3d.com/unity/qa/bug-reporting
Have they ever been resolved?
Hi! I am pretty sure that they are aware about that, Unity has acquired a couple of really talented computer scientists during last years, for example Sebastien Lagarde who fixed exactly the same issue for Frostbite engine. Though I don't know the reason why they haven't fixed that yet.
ReplyDeleteWhen you click on BruteForce all begins to lag.
ReplyDeleteonce I download the shader and save it in the shelf, how do I apply it?
ReplyDeleteRegards!
Hi,
ReplyDeleteIs this shader still needed using Unity 2017.4 and Substance Painter 2018.3?
Thanks!
Niall
你好,我想下载这个链接shader
ReplyDelete