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?
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?