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PBR roadmap #5423
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Before exploring Lighting ideas and spec-gloss extension, please do the least amount reasonable to get a full glTF 2.0 implementation working - including morph targets - and merged into master. |
Idea for applying PBR to geospatial: Altering the metallic and roughness of a model at runtime to achieve certain results, For example, one can add highlights or rim lights to a model to represent selection by manipulating the metallic and roughness parameters. |
The only thing left unfinished here is |
TANGENT
attribute - compute tangent with screen space derivatives if supportedTANGENT
attribute - just compute bitangent easily@moneimne feel free to add ideas/comments as we go through this. The main first goal is to render with PBR shaders but use the sun as the only light source. After that we can experiment with different light sources like environment maps, atmosphere color, area lights, etc. I'll also add more ideas as we go.
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