/zero_lab_renderer

Modified Valve’s VR renderer.

Primary LanguageC#BSD 3-Clause "New" or "Revised" LicenseBSD-3-Clause

Modified Lab Renderer --- Recommended Unity 2017.2.0 or above.
 

Added new methods of light transport to help add to realism.

Some new features:

-Fluorescence (Also including UV light from light Alpha)
-Retroreflective (Great for reflectors)
-Proper edge highlight falloff Scaler (cubemap scaler is hacky)
-Light Hardness (Lambert wrap)
-Colored Light Cookie Support - Put all cookies into an array
-PCSS shadow support (wip)
-Transparent falloff (looks good in VR)
-Transparency Shadows
-AlphaToCoverage on cutout materials (Better anti-aliasing on cutout edges)
-Falloff option for emissive materials
-Tinting Color mask
-Primitive based AO
-Light probe proxy group support
-BRDF LUT Map (faux SSS, iridescence)
-Anisotropic Specular (Adding texture support ATM)
-GPU Instancing
-Depth Offsetting (Good for decals and reducing z-fighting)
-Detail map blending modes
-Normal to Occlusion
-Texture Packing
-Shadow casting control per material
-Parallax Map with multiple iterations
-Smoothness Scaler

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OG Text

The Lab Renderer

Valve’s VR renderer used in The Lab (Valve’s VR launch title for the HTC Vive). 

This is the set of scripts and shaders that drove rendering in The Lab. It is a forward renderer with support for up to 18 dynamic shadowing lights in a single pass with MSAA enabled, and it included the Adaptive Quality system that dynamically adjusts rendering resolution to maintain framerate in VR. 

Requires Unity 5.4.b15 or newer.

More information:
http://steamcommunity.com/games/250820/announcements/detail/604985915045842668