Sponza Classic for Android V5.5 Tech Demo - Advanced Bounce Lighting -

Sponza Classic for Android V5.5 Tech Demo - Advanced Bounce Lighting -

Last version v6.0    • Sponza for Android v6.0 | The Ultimate Mob...   Presenting Version 5.5 Final of my custom rendering pipeline for Unity Mobile. This benchmark is performed on the iconic Sponza Atrium (Crytek, rev. Morgan McGuire) to showcase the capabilities of the ABLS system on Android hardware. The goal is the perfect balance between cinematic aesthetics and a stable 60 FPS framerate. Full Technical Stack: Geometry & Material PBR Metal/Rough Workflow Albedo + Normal + Roughness + AO Detail normal & Roughness variation Two-sided foliage Lighting & Shadows Directional Sun + Soft shadows (CSM) Contact shadows & MicroShadow SSAO + SSGI (Advanced Bounce Lighting System) IBL (Diffuse + Specular) Specular Occlusion (PBR Driven) Reflections & Scattering SSR (Screen Space Reflections) + Reflection probes fallback Subsurface Scattering (Pietra) Translucency (Vegetazione) Post-Processing Tone mapping (ACES) & Exposure Color grading Photorealistic Glow (Custom Distance-Based) #Unity3D #SponzaAtrium #Android #AndroidGaming #TechArt #PBR #MobileRendering #HLSL #GameDev #GraphicsOptimization #Shadow #Sponza #Shader #RealTimeRendering ##CustomShader #Optimization #CinematicLook #MobileRendering #raytracing #RealTime #rtx #pathtracing