very clear example. good for showcasing. =3
Woah, I was just watching your live stream about shaders and wanted to see what it looks like in real-life and ended up here
Thank you so so much for this 🌙🤍🌙
I didn'tk know there was a name for this effect! I saw this in a tv screen that was turned off and i wondered why it behaved like that
awersome! very good example
When our line of sight is directly facing the surface of an object, the reflected light received from the object basically only comes from direct illumination, and there are fewer light sources. When the angle between our line of sight and the surface of the object is larger, the range of reflected light entering the eye is larger and more extensive, and the observed surface of the object is brighter.
This is similar to the "View dependent Roughness" showed in FOX engine but in reflection terms.
is there a github link?
cool!
very nice. Is this in Unity?
I understand how it works but why does the clarity change depending on how steep the angle of incidence is? Can someone explain this to me please?
so fresnel is ideally used on materials like glass or polished marble? Still not sure when to add fresnel effect to my spec textures.
XD!
I have no clue why you would make this video as E V E R Y T H I N G H A S F R E S N E L
@RyanGatts