Jichu · Art

A site about Jichu & Art

Physically-Based Shaders

Based on the paper “Real Shading in Unreal Engine 4”, the PBR implementation uses the Cook-Torrance model in a physically based rendering pipeline, along with image-based lighting, as well as custom scenes and environment maps.

Renders(RGB = 1, 1, 1)

Renders(RGB = 0.5, 0, 0)

Normal Mapping and Displacement Mapping

Other JSON Scenes


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