pbrMaterial
Implements Physically Based Shading of a microfacet surface defined by a glTF material.
Lighting is expected to be defined by the lights module.
Bind Group Convention
The pbrMaterial module's material uniform buffer, textures, and samplers are
currently assigned to bind group 3. The module also depends on lighting,
which is assigned to bind group 2, while projection-style globals typically
remain in group 0.
See the Bind Groups and Bindings Guide for details on how grouped bindings are declared and supplied.
References
- Real Shading in Unreal Engine 4
- Physically Based Shading at Disney
- README.md - Environment Maps
- "An Inexpensive BRDF Model for Physically based Rendering" by Christophe Schlick
Attribution
This implementation of PBR (Physically-Based Rendering) is a fork of the Khronos Reference Implementation under the Apache 2.0 license.