MF.SSGI is a Screen Space Global Illumination solution that boosts productivity and visual fidelity. Not only does it look great, but by replacing baked GI and light probes with realtime SSGI, you can save valuable production time.
(its PC targeted, make sure to run the browser on a dedicated AMD/NVidia GPU)
Thanks to highly optimized HLSL Shadermodel 3 code it runs on old hardware and it doesn’t require Ray Tracing (RTX/RX). This results in wide platform support across all major graphics APIs. This makes MF.SSGI unique to its competitors.
- Tested Unity versions:
- 2021.3.0f1
- 2021.3.12f1
- 2021.3.16f1
- 2022.2.0f1
- 2022.2.3f1
It's also a perfect solution for Unity projects with dynamic environments where light-baking simply isn’t possible. A question often asked is: What if a light-source moves offscreen? Not to worry, thanks to its Reflection-probe-fallback feature, offscreen light-sources are still taken care of.
The artistic settings are completely decoupled from the quality-settings and easy to tweak per Post-process-volume override. This allows you to change settings per scene or area, while platform-specific quality-settings are externalized in Scriptable-objects.
Thanks to the visual-debugger it's easy to test & improve your lighting as it gives clear insight to what is happening under the hood. This helps optimize the quality and speeds up development.
Showcased assets:
- In love with the Sci-Fi base? Check out this amazing by Manufactura K4 asset!
- Please Check out Sherman Waffle Studio’s amazing assets that I was allowed to use for this showcase.
- Also big shout out to Art Equilibrium for allowing me to use the Japanese street asset.
- Check out Little Chickens vehicle combat game BlitzGT
MF.SSGI 是一种屏幕空间全局照明解决方案,可提高生产率和视觉保真度。它不仅美观,而且用实时 SSGI 取代烘焙 GI 和光探针,可以节省宝贵的制作时间。
(针对个人电脑,请确保在专用的 AMD/NVidia GPU 上运行浏览器)
得益于高度优化的 HLSL Shadermodel 3 代码,它可以在旧硬件上运行,而且不需要光线追踪(RTX/RX)。这使得 MF.SSGI 支持所有主要图形 API 的广泛平台。这使得 MF.SSGI 在同类产品中独树一帜。
- 已测试的 Unity 版本:
- 2021.3.0f1
- 2021.3.12f1
- 2021.3.16f1
- 2022.2.0f1
- 2022.2.3f1
它也是 Unity 项目中动态环境的完美解决方案,因为在动态环境中根本无法进行光烘焙。一个经常被问到的问题是:如果光源移出屏幕怎么办?不用担心,有了反射-探测-回退功能,屏幕外的光源仍然可以得到照顾。
艺术设置与质量设置完全分离,可根据后期处理量覆盖轻松调整。这样就可以根据场景或区域更改设置,而特定平台的质量设置则在可脚本对象中外部化。
有了可视化调试器,您可以轻松测试和改进照明,因为它可以让您清楚地了解引擎盖下发生了什么。这有助于优化质量并加快开发速度。
展示资产:
- 喜欢科幻基调吗?看看 Manufactura K4 制作的这个令人惊叹的资产!
- 请选择
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