All Projects → Fewes → Bakerboy

Fewes / Bakerboy

A single-component, GPU-based universal ambient occlusion and bent normal baker for Unity. The successor to my BNAO respository

Labels

Projects that are alternatives of or similar to Bakerboy

Sgi
Stargate Invasion is a mod for Sins of a Solar Empire.
Stars: ✭ 67 (-47.66%)
Mutual labels:  hlsl
Gpu Planetary Rendering
GPU atmosphertic scattering and planet generation in Unity 3D
Stars: ✭ 92 (-28.12%)
Mutual labels:  hlsl
Proccharvfx
Procedural character generation with Unity Shader Graph and VFX Graph
Stars: ✭ 114 (-10.94%)
Mutual labels:  hlsl
Fluffie
Stars: ✭ 69 (-46.09%)
Mutual labels:  hlsl
Hlslexplorer
See how hardware understands your HLSL
Stars: ✭ 91 (-28.91%)
Mutual labels:  hlsl
Cs2x
Transpiles a C# subset to non .NET languages and runtimes. (Powered by Roslyn)
Stars: ✭ 97 (-24.22%)
Mutual labels:  hlsl
Shaderconductor
ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages
Stars: ✭ 1,146 (+795.31%)
Mutual labels:  hlsl
3areal
3AReal FF14
Stars: ✭ 121 (-5.47%)
Mutual labels:  hlsl
Gteleporter
Stars: ✭ 91 (-28.91%)
Mutual labels:  hlsl
Unity Optimized Cginclude File
Deeply optimized Unity CGInclude files
Stars: ✭ 103 (-19.53%)
Mutual labels:  hlsl
Plannarshadowforunity
Planar Shadow is very cheap and useful for mobile games.
Stars: ✭ 74 (-42.19%)
Mutual labels:  hlsl
Hexbokehblur
Hexagonal Bokeh Blur
Stars: ✭ 85 (-33.59%)
Mutual labels:  hlsl
Gshade
GShade is a heavily modified fork of ReShade that features numerous improvements as well as a selectively-unlocked depth buffer for specific online games.
Stars: ✭ 97 (-24.22%)
Mutual labels:  hlsl
Pbr proj
Shader of PBR for Unity
Stars: ✭ 68 (-46.87%)
Mutual labels:  hlsl
Crossshader
⚔️ A tool for cross compiling shaders. Convert between GLSL, HLSL, Metal Shader Language, or older versions of GLSL.
Stars: ✭ 113 (-11.72%)
Mutual labels:  hlsl
3d Game Shaders For Beginners
🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
Stars: ✭ 11,698 (+9039.06%)
Mutual labels:  hlsl
Dq Skinning For Unity
Stars: ✭ 93 (-27.34%)
Mutual labels:  hlsl
Krafix
GLSL cross-compiler based on glslang and SPIRV-Cross
Stars: ✭ 124 (-3.12%)
Mutual labels:  hlsl
Jplogistics c152
A MSFS Addon to improve the Cessna C152
Stars: ✭ 118 (-7.81%)
Mutual labels:  hlsl
Particlemotionvector
Shows how to support rendering motion vectors within the standard particle system of Unity.
Stars: ✭ 97 (-24.22%)
Mutual labels:  hlsl

Baker Boy

Ambient occlusion baked using BakerBoy Showcasing some advanced bent normal effects

--> Demo Executable <--

What is this?

A tiny GPU-based ambient occlusion and bent normal baker for Unity. It is the successor to my BNAO repository. In comparison it has a lighter feature set but outputs cleaner/more consistent results and should work in any render pipeline.

How do I use it?

Place the BakerBoy script on the root GameObject of the objects you would like to bake and press Find Renderers. Use the UI to manage which renderers should be part of the bake and press the Bake button. All settings live inside a BakerBoyConfig scriptable object.

What are bent normals?

Bent normal maps store the direction of least occlusion (in other words, the direction in which the most ambient light is coming from) in a texture.
They can be used to occlude cubemap reflections based on the view direction in a much more realistic way than just multiplying with an ambient occlusion term. They can also be used to attenuate light sources without shadows, and to get an ambient color value which more closesly resembles a ray traced result. For a visual example, check the demo executable linked at the top. For details on how to implement these effects in your own shader, check the function GetReflectionOcclusion in the file BakerBoyLighting.hlsl

Features

  • Supports baking ambient occlusion or bent normal maps from low-poly geometry, right in the editor.
  • Supports baking with alpha-tested materials.
  • Simple UI for managing which renderers are baked, included in occlusion testing or skipped entirely. Automatically groups output textures based on which materials are found.
  • Automatically uses normal maps present in original materials for a higher quality result.
Note that the project description data, including the texts, logos, images, and/or trademarks, for each open source project belongs to its rightful owner. If you wish to add or remove any projects, please contact us at [email protected].