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Creating a Physically Based Rendering Shader 2018-11-29 link

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

Other links

  • Unreal Engine 4 texture naming convention
  • Parallax mapping on environment maps
  • Someone with the same idea as me, lots of links on physically based rendering
  • Examples of the different parameters

failure is not an option, it comes bundled with the software.