By: 1p – Working with Physically-Based Shading: A Practical Approach |...
[…] http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/ […]
View ArticleBy: 1p – Working with Physically-Based Shading: A Practical Approach | Profit...
[…] http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/ […]
View ArticleBy: Lusvardi Gianmarco
Great article: I need just a little information: You have written: The baked-in sun reflection is not occluded when the surface is in shadow and it becomes overly shiny in darkness. I have this issue...
View ArticleBy: Jessica
Hey there, the secondary details maps are very cool. However, I saw that – if you apply them, they “add” to the general Albedo map in a certain way but I cannot figure out how exactly. Is that a...
View ArticleBy: Getting Started in Unity 5.0 | Game Developr
[…] Blog post – http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/ […]
View ArticleBy: Lasse Makholm
We had problems materializing some Asset Store packages. The download should work now.
View ArticleBy: Claudio M. E. Bastos Iorio
I keep getting an error while trying to download this package from the Asset Store, using Unity 5. Anyone else is experiencing the same?
View ArticleBy: Tobias Ullfert
Can you explain why you have used washed-out textures as in “prop_fish_01_d.tif”?
View ArticleBy: Tobias Ullfert
Can you explain your object’s materials? For example, the fish texture “prop_fish_01_d.tif” is really washed out. I am sure that you did that for a reason, but it is not clear to me yet, and I would...
View ArticleBy: Gorgeous Arch-Viz in Unity 5 | Game Developr
[…] makes good use of the real-time global illumination feature, physically based shading, reflection probes , HDR environment lighting, the linear lighting pipeline and a slew of […]
View ArticleBy: elecman
Thanks for the explanation. Makes sense. Shouldn’t this be in the Unity manual as well though? http://docs.unity3d.com/Manual/LightProbes.html
View ArticleBy: Robert Kabwe
I was kind of indifferent to PBR, I didn’t really get it until a few nights ago when i seriously tried it out. It’s amazing what you can achieve, the variety of textures with just a diffuse and normal...
View ArticleBy: iByte
Hi Erland, very nice work. Could the teleporter demo you worked on last year be made available in the asset store as well?
View ArticleBy: Joachim Ante
Lightmapping small prop objects like rocks, grass etc is overkill and can be very bad for both baking performance and runtime performance due to larger lightmaps. This is especially important for...
View ArticleBy: elecman
There is a problem with the asset store package updater. It keeps downloading the old package. To reproduce (Win 7): -Close Unity 5 RC2. -Delete downloaded file “Viking Village.unitypackage” from the...
View Article