Video of an early implementation. (Note: only the floor is running corrected cubemaps in this video)
It's not integrated into LightmappedGeneric or anything yet, just a custom (unlit) shader that does a basetexture read and corrected envmapping, so that's why there's no effect from the normal map on the corrected part of the video.
Other details:
Cubemaps are set to 64x64, twice the default resolution
Correction bounding shapes are Oriented Bounding Boxes
NEW 3 YEARS LATER 2 YEAR LATE UPDATE:
13thsfg.us.to/files/parallaxcubemaps.zip
If the YT redirect is breaking things, that's:
(http:)//13thsfg.us.to/files/parallaxcubemaps(dot)zip
I put this together in March 2014 for the Facepunch thread I originally posted about this in, and then spent over 2 years forgetting to put the link here too. Have fun with it, feel free to post what you've done with it, just don't expect any kind of support from me beyond the readme - this was 3 years ago and I don't recall enough details to be of much help.
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