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Deferred lighting


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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 by adrian.licuriceanu
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