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build-android
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ImageBasedLighting.png
PBRFragShader.fsh
README.rst
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VulkanImageBasedLighting.cpp

README.rst

ImageBasedLighting

./ImageBasedLighting.png

This example demonstrates Physically Based Rendering (PBR) with Image Based Lighting (IBL).

IBL: based on https://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf

API

  • Vulkan

Description

This example has two scenes using Metallic-Roughness PBR workflow. It features two scenes, a GLTF model rederered with albedo, metallic roughness and emissive map, and a collection of spheres showcasing different metallic and non metallic non-texture values. The examples uses a Diffuse map pre-computed offline from the environment map, using the lambert diffuse BRDF, and two specular maps (also calculated offline): A Pre-Filtered Environment map for different roughness values, and an Environment BRDF including the rest of the equation.

./IBL_layers.png

Controls

  • Quit- Close the application
  • Left/ Right to change the scene
  • Action1 to pause.
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