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Questions tagged [pbr]

Physically Based Rendering is an approach that aims to ground the drawing of computer-generated scenes in the physics of light reflection and scattering and measurable properties of real-world materials, to give a more visually convincing effect that's consistent under a wide range of illumination and viewing conditions.

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Physically-based BRDFs

I'm starting to implement a real-time PBR shading pipeline in one of my projects and had a few questions that I thought folks around here could help clarify. 1) Is it fair to say that in a PBR ...
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How to write a PBR Unlit Shader in Unity?

I have a REALLY specific case here: I have an Texture (a webcam), that is used by a shader to pickup a few x,y colors at the cordinates, and renders to a ...
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IBL probe BRDF pre-integration artifacts

I'm following 'Moving Frostbite to PBR course notes' to implement IBL in my rendering engine in OpenGL but I'm having some trouble pre-integrating the specular component of the equation. As you'll ...
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Unity - Shader Graph not displaying preview in HDRP

I'm working on a new project (Unity 2019.2.4f1, HDRP). I made my first PBR shader and it works correctly when applied to a material, but it doesn't display anything on the Main Preview in the Shader ...
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Unity 2019 Extremely Reflective Foliage

I've been working on a project involving a lot of foliage and I needed translucency so I upgraded to the latest unity beta to get access to the new features and the HDRP (which is still available on ...