FPS0
"Physical Shader" Uniforms
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Physical Shader

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Description

A very basic implementation of a Physically-based Shader using GGX, Schlick, Fresnel and Lambertian diffuse model.

Tags

  • fresnel
  • ggx
  • lambert
  • pbr
  • physical
  • schlick
  • test

Comments

  • In your vertex shader you do vec4( position, 0.5 ); which is why the teapot is bigger than other shaders. Traditionally this is set to 1. I have no idea if there's a use case for setting it to a different value?

  • How does metallic factor in - doesn't roughness control the specularity?

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