Previously, i used ONeil atmospheric scattering from GPU Gems II to update a sky texture like Crytek did for Crysis. But they used nishita 93 model ( ONeil's code add optimisations and trade-off speed / flexibility / quality ). A few weeks ago, I made a shader that build this "sky texture" based on nishita93. There is two methods, the first one just compute all nasty integral and the other one use a precomputed texture to speed up thing at the cost of loosing some quality when sun is near horizon.
Source DX10 : Sky2008
left : first method, right : second one
Playing with parameters :
Source DX10 : Sky2008
left : first method, right : second one
Playing with parameters :
No comments:
Post a Comment