Hey guys, I’m currently studying UE4’s physically based shading system described in the Real Shading in Unreal Engine.
The basic Material has four parameters: BaseColor, Metallic, Roughness, Cavity.
Here are their shading models (BRDF used) (sorry for the quality of the image):
It is pointed out how Roughness is used and I guess BaseColor is referred as c[SUB]diff [/SUB]. But how Metallic and Cavity is implemented in details? And if you know the exact involved codes in the source of the Engine, please tell me. Thanks!