About Me

Hi. I'm Josh Ols. Lead Graphics Developer for RUST LTD.


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Museum of the Microstar Demo

Ladies and gentlemen...I give you Museum of the Microstar! Our entry into Unity3D's DX11 contest.

In it, you will find some crazy stuff including displacement tessellation, and compute shader driven particle systems. In particular, all materials in this demo utilize the latest and greatest version of my physically-based BRDF material shaders. They are all linear HDR compatible, have consistent visuals between forward and deferred mode, and integrate with Unity's baked lighting systems.

Follow the link and check it out! ;)

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Reader Comments (4)

Looks good :) The presentation was polished and relaxing, I enjoyed it. Nice to know you can use in both forward and deferred mode.

Congratulations to all of you, you should be proud!
January 24, 2013 | Unregistered CommenterEclectus
Thanks. Twas a massive pain in the butt getting it to work and look "correct" in both render paths. The big break was when I found out that Unity supports custom deferred lighting shaders. ;)
January 24, 2013 | Registered Commentern00body
did you ever get around to writing that article on getting your physical BRDFs into unity? I am also trying to do this and I could really use a few pointers. I seem to be struggling with some of the same things you had, such as the deferred renderer prepass lighting not giving enough information and integrating everything with lightmapping. Not to mention, the unity documentation for this is extremely sparse, especially concerning custom lighting models. It seems like you've already got this all figured out and I would really like to see how you did it.
May 7, 2013 | Unregistered CommenterKelly MacNeill
Yeah sorry about that. I have been so busy with life that I have been neglecting the blog. Check my latest updates to see my current plans on that front.

May 18, 2013 | Registered Commentern00body

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