Thursday, May 8, 2014

Physically Based Shader v0.11

RSRMs are up and running on my PBR shader.

Local point lighting.
Directional lighting from behind camera. Materials are exactly the same.
Here's a quick demo of the setup. You can see a material with various levels of smoothness and metallicity:





I'm still having some trouble getting the rsrm tinting working correctly. I'm trying to emulate a hard-light blend mode with the ambient light value blended over the rsrm, but it's ending up over-saturated and too dark for values lower than 50% black.

No comments:

Post a Comment