
About this image
For Community Shaders I am working on physically based rendering for a modernised materials system. This simulates far, far more realistic lighting and simplifies asset creation. This could potentially save 100s of hours for large project teams.
The vanilla materials are smartly converted to PBR using information provided by Bartalon, so that all existing content can run in PBR.
jonahex is largely responsible for the PBR implementation. I've just added image-based lighting, subsurface scattering (2 different types), and metallic surfaces.
In these screenshots some objects may look iffy. I am focusing on armour right now.
A big problem yet to solve is how to support true PBR textures. This really needs a materials system to be injected on top of the vanilla system. Volunteers are appreciated.



19 comments
Hopefully you'll support VR too. That would be much appreciated.
Edit: I had to turn of the notice and choose to show all images.
Question though: how will this affect existing armours that have their materials made to be shiny for the base game? I’m unsure if this is what you mean by “supporting true PBR textures”.
If I had to guess how it works though I would extrapolate modern PBR engine values like "metallicness" by the brightness of the environment/cube map by the vividness of the specular map if there's one. But I'm not a dev on this, just thinking out loud in the absense.
Sorry, the PBR one is actually darker... Maybe I should retake that shot.