abrasion/engine/shaders
q3k 29ff5f6eb4 engine/render/vulkan: analytic lighting and PBR basics
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
2020-07-23 18:29:11 +02:00
..
BUILD start forward shader with vertex data 2020-01-20 03:23:41 +01:00
forward.frag engine/render/vulkan: analytic lighting and PBR basics 2020-07-23 18:29:11 +02:00
forward.vert engine/render/vulkan: analytic lighting and PBR basics 2020-07-23 18:29:11 +02:00