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[Shaders] Candela SSRR V2 - 各种超强的反射效果(Unity 5专用版)

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发表于 2015-7-31 10:43:09 |只看该作者 |倒序浏览

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Requires Unity 5.0.1 or higher.

CELEBRATING THE LAUNCH OF CANDELA V2 WITH COMPLETE UNITY 5 SUPPORT

Candela SSRR V2 Brings significant Performance & Quality improvements to a simple to use highly optimized advanced screen space ray-traced glossy reflection solution for Unity 5. Adding AAA Qualitydynamic reflections to all your Unity projects is now at your fingertips!

Candela SSRR V2 Highlights

Candela SSRR V2 is now Physically correct and PBS ready in all respects. Increasing quality and performance significantly while making it easier to integrate into your projects. The general work flow paradigm is now based on PBS principals regardless if you are using the New Unity 5 Standard shaders or the legacy shaders.

Comprehensive & Complete support for Unity 5 Professional & Personal. Which means it works with All Render Paths andAll Shaders. Supporting almost all platforms, OpenGL, DirectX 9, DirectX 11. New Deferred Shading, Forward Rendering and Legacy Deferred Lighting.

Across the board minimum 2 - 6X Performance Increase! now also possible to use with new Mobile platforms supporting OpenGLES 3.0

New Physically correct Convolution - no more slow and incorrect Bilateral Blur. Very closely matching Unity 5 PBS / IBL and Reflection probe convolution for correct blending. Multiple performance options can be easily selected suitable for your project withing the Editor Inspector GUI.

SSR Shimmer Reduction & Highlight Compression! i.e. Physically Based shading (PBS) such as the one utilized by Unity 5 is susceptible to high frequency highlight shimmer primarily caused by very high specular values. Screen Space Reflections can intensify this as sub-pixel motion increases. Also as roughness becomes high (more blurry), these sub-pixel highlights will cause distracting low - mid frequency shimmer during convolution. Candela V2 reduces this significantly.

PBS Metallic & Specular Color now effect SSR reflection Color. Occlusion Chanel can also be used when activated in the standard (or standard specular) shader.

SSR Fresnel is now based on per-pixel Schlick & BRDF importance sampling.

PBS Roughness values or textures correctly contribute to glossiness (roughness blur and grazing angle blur) i.e. Perfect mirror reflections are maintained at low roughness ( which means no blur on contact reflections) and progressively increase glossiness as roughness increases (while respecting graze angles)

Cleaner and leaner inspector UI which is much more intuitive with Performance & Quality target selections right at the top making it a breeze to use.

Candela SSRR reflections can easily enhance the look of your scene or game, making objects more grounded and attached to the environment. Being a pure post effect solution means it has no dependency on scene complexity.

Highly customizable and Artist friendly ! You have total control. Some notable features include easy manipulation of pixel accurate reflectivity factor, surface roughness (Gloss / Blur), Physically based composition, HDR support and many other reflection control parameters on per material basis.

Candela SSRR package also includes a number of demo scenes and model assets such as a
Music Studio and a Pinball Table so you can quickly see the big difference Candela SSRR can add to your projects.

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沙发
发表于 2015-7-31 11:19:00 |只看该作者
反射很漂亮,谢谢分享
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板凳
发表于 2015-7-31 11:28:42 |只看该作者
这么漂亮的反射是不是要很耗费资源啊
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heise    

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地板
发表于 2015-7-31 13:00:28 |只看该作者
反射很漂亮,谢谢分享
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5#
发表于 2015-7-31 13:08:28 |只看该作者
很漂亮,谢谢分享
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6#
发表于 2015-7-31 13:12:33 |只看该作者
感谢分享,学习下看看感谢分享,学习下看看感谢分享,学习下看看
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发表于 2015-7-31 13:37:05 |只看该作者

反射很漂亮,谢谢分享
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nmjkl    

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发表于 2015-7-31 13:58:54 |只看该作者
我觉得不错的资源啊啊!!!
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发表于 2015-7-31 15:25:53 |只看该作者
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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发表于 2015-7-31 17:49:45 |只看该作者
啊 这个效果真是超赞啊
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