We implement a simple PBR shader that uses off-the-shelf maths from [Kar13]. I attempt to trace and cite as much as possible, but the amount of different approaches from both industry and academia makes it quite difficult to find exact papers to cite - especially as my mathematical skills are not high enough to derive, or check the derivation for any of these myself. [Kar13] Brian Karis. 2013. "Real Shading in Unreal Engine 4" URL: https://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf |
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