im not sure about one thing: In my engine i have a shader wich takes: Diffuse, Specular, Normal, Metallic, Roughtness, Refraction,Height, Detail and Emission maps. The lighting is calculated using Lampert and Phong Reflection if its not readed from the maps. It also supports realtime cubemap reflection mixed with static ones. Can i call that a pbr shader?!

Beste Regards & Thanks in advance!


  • 2
    \$\begingroup\$ There's not exactly a hard line here. Having metallic and roughness maps is a feature you'll often see in physically based shaders, but phong reflection is a somewhat older model that doesn't take into account surface details like anisotropy. So, what you call this might boil down to the purpose you're trying to serve by labelling it: what are you aiming to do that requires categorizing the shader this way? \$\endgroup\$ – DMGregory Jul 15 '18 at 18:11

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