Implement procedural atmospheric scattering from [Sebastien Hillaire's 2020 paper](https://sebh.github.io/publications/egsr2020.pdf). This approach should scale well even down to mobile hardware, and is physically accurate. ## Co-author: @mate-h He helped massively with getting this over the finish line, ensuring everything was physically correct, correcting several places where I had misunderstood or misapplied the paper, and improving the performance in several places as well. Thanks! ## Credits @aevyrie: helped find numerous bugs and improve the example to best show off this feature :) Built off of @mtsr's original branch, which handled the transmittance lut (arguably the most important part) ## Showcase:   ## For followup - Integrate with pcwalton's volumetrics code - refactor/reorganize for better integration with other effects - have atmosphere transmittance affect directional lights - add support for generating skybox/environment map --------- Co-authored-by: Emerson Coskey <56370779+EmersonCoskey@users.noreply.github.com> Co-authored-by: atlv <email@atlasdostal.com> Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com> Co-authored-by: Emerson Coskey <coskey@emerlabs.net> Co-authored-by: Máté Homolya <mate.homolya@gmail.com> |
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| .. | ||
| AlienCake | ||
| animated | ||
| AnisotropyBarnLamp | ||
| barycentric | ||
| CornellBox | ||
| cube | ||
| cubes | ||
| DepthOfFieldExample | ||
| extras | ||
| FlightHelmet | ||
| FlightHelmetLowPoly | ||
| GltfPrimitives | ||
| GolfBall | ||
| IrradianceVolumeExample | ||
| MixedLightingExample | ||
| PalmTree | ||
| ship | ||
| SimpleSkin | ||
| sphere | ||
| terrain | ||
| TonemappingTest | ||
| torus | ||
| VolumetricFogExample | ||
| Box0.bin | ||