A WIP Implementation of a Physically Plausible (PBR/PBS) HLSL Shader for the Maya Viewport 2.0
What's new?
- opacity (In maya you there are several alpha sorting methods with VP2, I think weighted average works best and depth peeling doesn't seem to work right most of the time)
- vertex baked AO
- I recently re-organize the properties
- Exposure for IBL diffuse / specular (uses pre-convolved .dds lighting cubes.) (To Do: implement HDR source images for cubes. The intent is that this shader use all source art - your pipeline will, combine masks, swizzle channels, compress and crunch data into an optimized version if you are using this to create game art.)
- in test I used IBL's generated with: https://github.com/derkreature/IBLBaker
- and the shader ball is from: https://github.com/derkreature/ShaderBall
I have to give thanks ... there is a ton of useful information out on the web, all you have to do is start googling topics like PBR; you will find a myriad of papers, forum posts, tutorials, personal projects and the likes. I did not create or invent anything new here (I used a variety of methods and made whatever tweaks and changes made my implementation work.)
Some help stands out more then others:
https://github.com/derkreature
https://github.com/derkreature/IBLBaker
https://github.com/derkreature/ShaderBall
http://www.filmicworlds.com/author/john-hable/
http://www.alexandre-pestana.com/disney-principled-brdf-implementation/
http://ruh.li/GraphicsCookTorrance.html
https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf
https://github.com/wdas/brdf/blob/master/src/brdfs/disney.brdf
http://www.rorydriscoll.com/2013/11/22/physically-based-shading/
And of course, thanks to eveyone who contributed to those guys project and inspirations...