Physically Based Rendering: Difference between revisions
SirYodaJedi (talk | contribs) m (→In Source: better link target) |
SirYodaJedi (talk | contribs) m (→In Source: stratabranch → strata) |
||
Line 8: | Line 8: | ||
Additionally, two third-party [[:Category:Engine branches|Source Engine branches]] support and use PBR: | Additionally, two third-party [[:Category:Engine branches|Source Engine branches]] support and use PBR: | ||
* {{tfbranch|4}} | * {{tfbranch|4}} | ||
* {{ | * {{strata|4}} | ||
== In Source 2 == | == In Source 2 == |
Revision as of 08:54, 25 May 2023
Physically based rendering (PBR) is an approach in computer graphics that seeks to render graphics in a way that more accurately models the flow of light in the real world. Many PBR pipelines have the accurate simulation of photorealism as their goal. Feasible and quick approximations of the bidirectional reflectance distribution function and rendering equation are of mathematical importance in this field. Photogrammetry may be used to help discover and encode accurate optical properties of materials. Shaders may be used to implement PBR principles.
In Source
Source does not ship with PBR by default. However, it is possible to add PBR shaders to a
Source 2013 mod.
Additionally, two third-party Source Engine branches support and use PBR:
In Source 2
The default shaders in Source 2 utilize PBR.