This time, I worked on transferring previous work to the project by integrating a shader trying to emulate the BRDF (Bidirectional Reflectance Distribution Function) in real-time. This function represents how much of the incoming light from a specific direction is reflected to an outgoing direction. The idea is: if you calculate it on a specific point of a surface for all incoming directions, for the outgoing direction of your eye, you will get a physically correct simulation of what you would see. While it is currently impossible to achieve in real-time, clever shortcuts and approximations helps get closer to it!
But in short, things look much better now (that is, when models have material set-up, unlike those enemy ships)
BRDF rendering with direct and indirect illumination with single spot light
Computer graphics time-jump... ACTIVATED!
Time spent for this | Time spent so far |
---|---|
19 h | 120 h |