The code and assets for my book "Physically Based Shader Development for Unity 2017"
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Updated
Jan 3, 2019 - C#
The code and assets for my book "Physically Based Shader Development for Unity 2017"
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
A C# Pathtracer, with as goal to compare distinct parts of unbiased monte carlo importance sampling algorithms on convergence rate.
An implementation of a framework for physically based rendering
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