Open T-rvw opened 8 months ago
Lightmap meets with NormalMap to get better surface details in indirect light. Use half life 2's 3 basis's solution to blend irradiance values at runtime.
Indirect + Direct Lighting Diffuse:
Direct Lighting Diffuse:
Indirect Lighting Diffuse:
@Hinageshi01 You can play with MJP's BakingLab. I got some basic knowledges about baking lightmap implementation.
MeshFaceGroups::compute()
ChartGroup::computeCharts
PiecewiseParam::computeChart
.OUT.Position = float4(IN.LightmapUV * 2 - 1, 0, 1);
position += sign(normal) * abs(position * 0.0000002)
Solution from Precomputed Global Illumination in Frostbite Store L1 SH for every texel.