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[着色渲染] 物理着色 Lux Plus – Physically Based Shader Framework 2.02d unity3d asset

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admin 发表于 2018-5-28 14:10:13 | 显示全部楼层 |阅读模式
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Unity 5.4.2 or higher.
Size: 209.9 MB
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是开源力士着色器框架的商业分支,并将力士的高级照明特性(如皮肤、半透明和各向异性照明)引入延迟渲染管道——所有这些都不向内置的缓冲区添加任何附加数据。
Lux Plus is the commercial branch of the open source Lux shader framework and brings Lux's advanced lighting features such as skin, translucent and anisotropic lighting to the deferred rendering pipeline — all without adding any additional data to the built in gbuffers.
So unlike other solutions Lux Plus will not stress your memory bandwidth furthermore but uses a cleverly packed default gbuffer.

Lux Plus needs at least 8GB of RAM and has been successfully tested with DX11, DX9 and OpenGLCore on Win and Mac using nvidia GPUs and Unity 5.4.2, Unity 5.5.0b10, Unity 5.6.1., Unity 2017.2.0f3 and Unity 2018.1.

Lighting features
- Fast approximated area lights
- Diffuse fill lights
- Deferred pre-integrated Skin Lighting
- Deferred translucent Lighting
- Deferred anisotropic Lighting* (read more)
- Deferred lambert lighting
- Diffuse scattering or fuzz lighting
- Specular Anti Aliasing
- Horizon Occlusion

Surface features
- Dynamic weather
- Mix mapping
- Parallax, parallax occlusion and tessellation
- Double sided rendering

Although Lux ships with a rather flexible standard shader it allows you write custom surface shaders which will take full advantage of all feature mentioned above. In order to make this as easy as possible Lux offers a bunch of predefined shader macros and ships with various example surface shaders including:
- Tessellation
- Geometry based refraction
- Geometry based deferred decals
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