Physically Based Rendering V2

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Re: Physically Based Rendering V2

PostPosted by dragonCASTjosh » 06 Jun 2016, 16:23

sabotage3d wrote:Is the PBR currently compatible with mobile or it needs to be optimized?

The current solution may work although, untested. The upcoming solution will be fast enough and most likely work the only issue is file-size as you will need to store every cubemap with multiple mips. it wouldnt be to hard to make a mobile solution as epic provide a full overview on how to do so the hardest part is getting mobile defines in shaders
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Re: Physically Based Rendering V2

PostPosted by sabotage3d » 06 Jun 2016, 17:35

I have tried EnvBRDFApprox and D_Approx with help from Sinoid from this blog:https://www.unrealengine.com/blog/physically-based-shading-on-mobile. And it was fast enough on older mobile devices. The results were quite good it just needed better spherical mapping for the environment. I don't think pre-filtered mipmaps are the best solution as they are quite limited.
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Re: Physically Based Rendering V2

PostPosted by dragonCASTjosh » 06 Jun 2016, 18:00

sabotage3d wrote:I have tried EnvBRDFApprox and D_Approx with help from Sinoid from this blog:https://www.unrealengine.com/blog/physically-based-shading-on-mobile. And it was fast enough on older mobile devices. The results were quite good it just needed better spherical mapping for the environment. I don't think pre-filtered mipmaps are the best solution as they are quite limited.

Share your results if it improve things enough then i may look into that. currently im working on pre-filtered mipmaps although none pre-filtered cubemaps will also work just at a much lower quality. i also want to have urho filter the cubemaps to save developers time
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