Search Unity

  1. Unity Asset Manager is now available in public beta. Try it out now and join the conversation here in the forums.
    Dismiss Notice

GGX

Discussion in '5.3 Beta' started by Mark_29, Oct 13, 2015.

  1. Mark_29

    Mark_29

    Joined:
    Aug 11, 2014
    Posts:
    79
    Hi

    I watched the unite video and saw that it mentioned unity was moving to GGX for PBR and are working with allegorithmic to make sure painter works seamlessly in 5.3. I never seen any mention of this in the notes. Has this been added? I was hoping to test.

    Thanks

    M
     
  2. Zuntatos

    Zuntatos

    Joined:
    Nov 18, 2012
    Posts:
    612
    Random note; GGX was already available by altering the .cginc's used. I believe the UnityPBSLighting.cginc has a define that switches to GGX.
     
  3. Devil_Inside

    Devil_Inside

    Joined:
    Nov 19, 2012
    Posts:
    1,119
    I'd also like to know if GGX will work on mobile
     
  4. Lex4art

    Lex4art

    Joined:
    Nov 17, 2012
    Posts:
    445
    Mihai77 likes this.
  5. Aras

    Aras

    Unity Technologies

    Joined:
    Nov 7, 2005
    Posts:
    4,770
    GGX and some other improvements should be in 5.3 beta 5. Notable/relevant:
    • Specular switched to GGX (was normalized Blinn-Phong before)
    • Smoothness curve matches other tools like Substance Painter and Marmoset Toolbag2 (when both set to use GGX) much more closely
    • Realtime reflection probe glosiness matches baked glosiness better
    • Reflection probe convolution is much faster and preserves HDR highlights better
     
  6. Lex4art

    Lex4art

    Joined:
    Nov 17, 2012
    Posts:
    445
    Great! Thank you very much for clarification :)
     
    Last edited: Oct 23, 2015
  7. Mark_29

    Mark_29

    Joined:
    Aug 11, 2014
    Posts:
    79
    Just a quick question
    Just a quick question here then. Will GGX be default? Or will there be options within the editor to jump back in forward (like linear lighting etc?)
     
  8. Devil_Inside

    Devil_Inside

    Joined:
    Nov 19, 2012
    Posts:
    1,119
    @Aras, do all these changes have any impact on mobile performance?
     
  9. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    I'm not sure you'd want this stuff for mobile :p
     
  10. Devil_Inside

    Devil_Inside

    Joined:
    Nov 19, 2012
    Posts:
    1,119
    The current shader (5.2) works fine (not using it for everything in my scene). How bad is the new stuff, if it's actually bad?
     
  11. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    I'd imagine GGX to take a bit more time up, if you wanted to still use that. Bear in mind Unity are researching the Mobile PBS, and people should probably roll their own or wait for that.

    The current desktop standard shader is a huge waste of resources for a phone.
     
    Devil_Inside likes this.
  12. Devil_Inside

    Devil_Inside

    Joined:
    Nov 19, 2012
    Posts:
    1,119
    Ok, Thanks!