pbrMaterial
Implements Physically Based Shading of a microfacet surface defined by a glTF material.
Lighting is expected to be defined by the lights
module.
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.