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Physically-Based Shaders

Softwares

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