re?ective Shadow Maps is a simple GI, although the name has Shadow maps, but it has nothing to do with Shadow maps,
is a method in screen space, unlike ray tracing and radiometric methods like the consumption, and time-consuming, suitable for dynamic scenes, we mainly need the variables basically come from g-buffer, such as
From left to right, depth, world space coordinates, normal, UX.
Because this algorithm is simple, the effect is good, one-bounce indirect illumination is enough.
The algorithm is simple:
Φp for the needs of reflection? UX
X is the current pixel, XP is the normal vector of the current point, and NP is the normal vector of the sampling point.
the maximum amount of light that is reflected when the sample point is exactly at the current point in the discovery direction.
And then add each sample point to the
Finally the blogger in unity in the implementation of the result is this, 30 sampling points, do not know why the light reflected like the noise of the point, but also please the expert pointing ...
Unity5
unity4.6
The real implementation results
-------by wolf96 http://blog.csdn.net/wolf96
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A simple gi--re?ective Shadow Maps