Part 2 of my FPSC PBR Project.
Part 1, Shaders and Example Media is available here:
https://forum.thegamecreators.com/thread/217263
This is to show off the effects and advantages of PBR shaders on a wide range of assets.
Advantages include:
More realistic material definition,
More consistent light response,
And Greater Dynamics.
RELEASE AT LAST V 1.0
Featuring PBR stock assets and updated shaders featuring faux-reflections for static entities and segments
DOWNLOAD
Latest Version:
http://www.mediafire.com/file/l2svy4jyy1l5zqi/PBR_Stock_Assets_V2.0.zip
Old Versions:
http://www.mediafire.com/file/f6omrku422bdyjh/PBR_Stock_Assets_V1.0.zip
DOWNLOAD
NEW BETA SHADERS
There are new shaders for characters and dynamic entities.
The new feature is the ability to use the I texture as a 2D reflection probe with no cubemap required, you could even just use a screenshot. However you will still need to filter the texture (you can use the filters in the DDS exporter
However these
DO NOT CURRENTLY WORK FOR CHARACTERS as the mipmapping prevents the reflections from blurring. Because of this I have not included any content for them.
character_norm_spec_refl_alpha
character_norm_spec_refl_alpha_sss_full
prop_norm_spec_refl_alpha
prop_norm_spec_refl_alpha_sss_full
This will be my thread for keeping track of my progress in converting the stock FPSC scifi assets to work well with my Physically Based Shaders.
Solo Shaders available here
Shaders available here:https://www.mediafire.com/file/t94t3vjz9vl10f3/Physically%20Based%20Shading%20Shaders%20V6.zip
New features include:
Reflections using lightmaps for segments
Reflections using _I for props and characters
Full specular lighting for muzzleflashes
A Fill specular highlight that matches the ambient light
These PBR shaders use a very different specular responce that works using a roughness/glossiness scale, which looks far more realistic but requires conversion of previous gen style assets
My goal is to make the assets share the same set of shaders to ensure visual consistency.
Most conversion is simple batch processing using Photoshop and it's levels adjustment.
Usually a power of 2 to the input levels and setting the output values to around 5-250 works well
However the stock normal maps are often in the wrong orientation, so some need to be converted to X+,Y-,Z+
Then illumination needs to be added to the normal map.
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Progress so far:
Characters: done.

However I'm still waiting for Black Ice Mod to fix problems with mipmaps on character so that _I reflections work properly
Dynamic Entities: done
Static Entities: done

I may have to make only a few assets specifically as static, as static and dynamic entities cannot share the same textures because of FPSC's limitations
Segments: done [ ic:amiga]
Maybe there's problems but I haven't noticed them so far.
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Footage of the progress so far
If something compiles on the first try. Something is terribly wrong.