Lets Get Physical
I’ve been quite busy the last couple of weeks, the other day a popup on my MacBook alerted me to an increase of 46% in screen-time. In my last devlog I had turned my sights from shadows to shaders and had implemented a Blinn shader. The next logical step was PBR materials. Change Log Static Rectangle v0.0.10 ✦Implemented PBR material ✦Implemented EnvLight and HDR image-based lighting [1] ✦Added an optional 'skybox' render pass ✦Added a final composite pass for tone-mapping etc. ✕Removed AmbientLight (superceded by EnvLight) [2] ~Refactored lights to descriptor-based approach ✦Implemented screenspace reflections ✕Fixed race conditions in pipeline creation of the LineRenderer ✦Improved materials to support UV properties (scale, offset, tiling etc.) ~Refactored UI controls [1] I’ll briefly touch on this but it really deserves it’s own post which I’ll do next time. Same goes for Screenspace Reflections (SSR) [2] I had only just added this when I was working on the Blinn shader. I also just finished refactoring the Light too, these things happen. ...