Closed MadIcecream closed 6 years ago
Last time I talked to @reduz about dynamic skyboxes in general the problem is that Godot not only needs the "visible" sky texture, but also other various textures used for PBR. You would need to also generate them on GPU. A tradeof would be to be able to update the visible texture in realtime, while updating the others at lower pace / with different technique
Isn't this obsoleted by #17510?
@bojidar-bg does it also address the fact PBR textures related to the sky need to be realtime as well?
I'm not completely sure, but I think so, yea.
Duplicate of #8668 ?
Read my full comments there on the good/bad/ugly. And see working solution: https://github.com/BastiaanOlij/godot-sky-asset/tree/use_proxy_fix and video of said asset: https://youtu.be/-2YWV1NWwGY
Ok, closing as obsolete/duplicate of the above-mentioned issues.
Currently godot generates skybox texture with cpu. How about make it based on shader? I think it would be faster and be possible to make a realtime dynamic sky.
Here is unity's procedural-sky shader, hope it would be helpful: https://gist.github.com/cutepig49/450897569df1df5d1c996ae653610a3b