Looks absolutely perfect, exactly like my favorite environment probing implementation from CryENGINE. Few questions:



1. Can you detail your implementation? How flexible it is? Is it reliant on custom shaders or achieved through script-supported post-processing? Can I use it with my own custom shaders, and if modifications to them are required, what is the scope of them (for example, how many texture samplers do I have to keep reserved to avoid hitting the SM3 limits).



2. Are cubemaps baked in the HDR space or in LDR? CryENGINE utilized a pretty clever trick for storing HDR environment maps without the typically associated expenses of 32-bit files: it used just one RGBA 8-bit texture that stored bridgtness multiplication map in the alpha, essentially mapping the values from the RGB part of the texture to a broad range without noticeable quality issues. It would be very nice to have an option to do the same in Unity.



In any case, can't wait to see the release!

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