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Gaussian Splatting Unity HDRP Lit Shader and Re-lighting with Vol.Light range attenuation ! Update 02 Sun/point/area light's #madewithunity #GaussianSplatting #gamedevs #VFX #Unity3D #VR #LumaLabsAI Luma
10,823 просмотров • 2 лет назад •via X (Twitter)
Комментарии: 8

@LumaLabsAI But Splats have no normals. So how are you performing this magic? Are they lit/colored by proximity?

@LumaLabsAI Hi Carl I dont calc the normals yet it is based on attenuation from the light source

@LumaLabsAI What is this sorcery

@LumaLabsAI 🔥🔥🔥

Customise the colours yourself or simply connect the Joy-Cons ! Head to ➡️ for more details about #AAAClock ! #indiedev #indiegame #IndieGameDev #nintendo #OLED #switchOLED

@LumaLabsAI Is this just brightening / coloring the splats based on the attenuation + light color or are you estimating normals?

@LumaLabsAI H Hackmans Is it purely attenuation based from the light source don't think it should be calc shadows from each splat normal

@LumaLabsAI 👀👀👀 outside lucasfilm you were presidio vibes i have 🤌🤌🤌
