adrian.licuriceanu Posted September 21, 2017 Share Posted September 21, 2017 (edited) Hi, I am trying to figure out the exact usage of the structure of the gbuffers during deferred lighting but have a hard time figuring all the details from shaders alone. So any additional information would be greatly appreciated. Basically, I have my own external objects rendered and filling the gbuffers as follows: ALBEDO Albedo.rgb = my diffuse texture RGB Albedo.alpha = 0.0 This is occlusion, but what exactly does it mean? NORMALS Normals.rgb = screenspace normal Normals.a = 0 This is roughness, but again what does it mean? SHADING R = 0 (metalness) G = specular value B = 0 (translucent) A = 0 (microfiber) Microfiber I think I don't need to use, translucent I always fill as zero as I don't want to have objects as seen through. But how is metalness and specular used in the context of Unigine PBS. Is your PBS shading explained somewhere in the help? MATERIAL MASK Always filled it as zero, don't have any idea what it is. VELOCITY Filled it with proper values. LIGHTMAP RGBA = 0, 0, 0, 1 in my case. Is this an actual static (baked) lightmap, how is it used? My immediate issue is that I always have full black in shadows/back (directly unlit areas). As if I don't have any ambient. The only thing from above that has an influence on this is a non zero value in Albedo.alpha, but I do have some issues when objects are far away (appear as emitting lighting in shadow). Any help would greatly be appreciated. Regards, Adrian Edited September 21, 2017 by adrian.licuriceanu Link to comment
silent Posted September 22, 2017 Share Posted September 22, 2017 Hi Adrian, Probably that article will help: https://developer.unigine.com/en/docs/2.5/principles/render/sequence/ Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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