Creating a Physically Based Rendering Shader 2018-11-29
While trying to convert a 3d model that was made for Physically Based Rendering for use in the Source Engine 2013. I decided to look at the feasability of implementing a shader to use the model as is.
Other implementations:
- Unreal Engine 4
- Example HLSL PBR implementation
- Source Engine non-PBR shading
- Vulcan PBR implementation
Lighting
- Cook-Torrance
- Using environment maps as indirect illumination
- Specular IBL
- Program to compute the BRDF integration map
Normal mapping
- Tangent Basis
- Explanation on how normal mapping works
- MikktSpace source code
- Difference between vertex shader and pixel shader tangent basis calculation
- Pixel shader tangent basis calculation source code
- Unity tangent basis source code