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As irradiance map is generated for every possible normal for all the texels in environment map (as every texel act as a light source) so that we can look up irradiance map, based on normal of fragment to find out its resulting illumination.

  • When Irradiance map is generated, does it get generated for every object in the scene to capture all possible normal and then eventually combined in a single texture?

  • Is there any example code to create irradiance map and use it to light the scene?

  • Any one has an example of CG-shader for reading irradiance map?

Thanks

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  • \$\begingroup\$ youtube.com/… \$\endgroup\$ Commented Jun 15, 2017 at 17:14
  • \$\begingroup\$ Irradiance maps are typically stored as a bunch of cube maps. Cubemaps can be generated on a grid, per object, or per world. \$\endgroup\$
    – gan_
    Commented Jun 15, 2018 at 10:36

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