Trial provides a standard renderer that implements a Physically Based Rendering shading model and associated material. To use it, simply enter a pbr-render-pass
and ensure your objects provide a pbr-material
, or some appropriate conversion exists.
The model uses a Cook-Torrance BRDF to implement the shading behaviour, and it is recommended to use it in combination with an HDR pipeline.
Each material has the following properties:
Albedo
This is put together through the albedo-texture
and the albedo-factor
, both of which are 4-component. The alpha component allows you to make semi-transparent materials.
Metalness, Roughness, Ambient Occlusion
This is put together through the metal-rough-occlusion-texture
and the metalness-factor
, roughness-factor
and occlusion-factor
. You may also specify the textures individually through the metal-rough-texture
or metalness-texture
, roughness-texture
, and occlusion-texture
. If you specify them individually, they will be merged manually before upload, which may be expensive.
Emission
The emission-texture
and emission-factor
allow you to create materials that appear to emit light. In practise this will just cause the material to be very bright, causing bloom to take hold. This only works in combination with an HDR pipeline.
Normal
The normal-texture
provides the standard normal mapping behaviour.
Alpha-Cutoff
The alpha-cutoff
designates a threshold below which the material is considered fully transparent.