I'd like to introduce our latest, greatest project just released by Marmoset Co: Marmoset Skyshop Image-Based Lighting Tools Shaders BUY NOW! | Interactive Demo | Website | Tutorial | Walk-through Video Marmoset Skyshop is a comprehensive suite of shaders and tools for HDR image-based lighting in Unity. It features editor extensions for importing HDR skies and panoramas, tools for turning skies into lighting, reflection cube-maps, and shaders to render with them. Skyshop's editor extensions feature: Panorama convolution tools Mipmapped reflection tools High Dynamic Range (HDR) art pipeline RGBM encoded textures (speedy, low-memory HDR for all hardware) Radiance HDR PFM file importers Scriptable Sky Objects for managing multiple skies per scene Integration with Beast Lightmapping Extended (bake with HDR skies!) Compatible with Unity 4.3+ Free & Pro Shaders - Skyshop comes with loads of shaders, all written in ShaderLab, and based on Marmoset Toolbag rendering technology. They feature all the modern bells and whistles you have come to expect: Diffuse specular image-based lighting Unity's lights, shadows, lightmaps probes Normal-maps Gloss maps per-pixel control of blurred reflection Color specular maps Transparency simple glass Glow-maps bakable self-illumination Vertex color & occlusion support sRGB rendering iOS and Shader Model 3.0+ support Configurable source code included! Performance - All shaders are highly optimized, and all features easily configurable. The overhead for our precomputed IBL consists of just two cubemap lookups, and RGBM-decoding of HDR textures is similarly lightning-fast. HDR(!) - High dynamic range skies are handled with .hdr .pbm importers, and turned into RGBM textures during import. All the shaders handle RGBM cubemaps as well, allowing for super light-weight HDR without floating-point textures or any hardware restrictions; HDR that'll run on a phone! Gamma Correct - Much care is taken to do all the fancy maths and light convolution in linear color-space. All output textures will work in both Linear and Gamma color-space so both Pro and Free versions of Unity are supported. Mipmapped Gloss - The specular cube-map also stores varying gloss levels in the different mip-map levels, allowing for blurry specular reflections that gloss-maps can blend between. A custom cube-map importer saves and manages these mip levels behind the scenes. Sky Objects - The IBL cube-maps can be stored and managed by a custom Sky object in your scene. Sky objects are treated as ambient light-sources and work along-side Unity's direct lights. They also take care of binding all cube-maps, skyboxes, and exposure settings to our IBL shaders globally, making swapping out skies and messing with exposure through scripting very easy. Lightmaps & Probes - Skyshop's shaders work in tandem with Unity's lightmaps and light-probe illumination. Compliment bounced lighting from near-by surfaces with distant ambience and lighting from the entire sky, all while preserving specular and normal-map detail. Lightmapping Extended - Additionally, Skyshop comes bundled with a custom version of Michael Stevenson's Lightmapping Extended, providing tools for illuminating Unity's baking process with HDR images. Skyshop's integration with Lightmapping Extended is seamless; send a sky to the Beast renderer with a click of a button and you are ready to bake. * For even more information, pretty pictures, and shiny demos, see our website: http://marmoset.co/skyshop * Want to revisit our dev process? Have questions that feel Frequently-Asked? Check out the Skyshop WIP thread.