i wanted to show you my Fake PBR Shader…
its based of en unlit material. so ever light and shading logic i custom made…
i did this material to better understand PBR and to use gloss/specluar textures in unreal.
(i know its not really needed but i just wanted realize this as challange )
the shader is still WIP, so this are the things i have tweak/fix:
-the CubeMap is a bit too dark and the light information seems to be not right either
-the metal and gloss logic have slightly different results
-tweak the shadeing logic
-use accurate PBR formal
i read many papers about PBR shading but its hard to translate this into the shader, does someone know a PBR shading formula for dummys paper or something like this?