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[Nature assets (non-free)](https://assetstore.unity.com/publishers/6887)
physically based rendering:
[textures.com PBR Materials](https://www.textures.com/browse/pbr-materials/114558)
[free pbr text …
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**Is your feature request related to a problem? Please describe.**
The PBR implementation in MeshStandardMaterial looks great, but is too expensive for devices like Oculus Quest/Quest 2. A scen…
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### requirements
- Mesh exported as USD can be loaded into Unreal Editor with Meshes and Materials showing up correctly. PBR Material exported correctly as well.
- Mesh exported as USDZ can be view…
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All 3D models in CesiumJS will use the PBR shader. This works great for models that define PBR materials and/or have metallic/roughness texture etc.
But for simple, untextured geometry, as is comm…
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[Migrated from JIRA ATOM-15082]
Description: Vegetation material
Details:
Support for 2 different vegetation materials. One which is standard PBR and one that is minimal PBR with SSS
Accepta…
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HDR is the next FGFS renderer and we should make the plane compliant to it some time...
To start with it, add `--compositor=Compositor/HDR/hdr` to launcher.
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Ref:
- [How to PBR an aircraft? …
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I have a fairly simple PBR material generated depending on a slope.
Without this material everything exports fine.
![image](https://user-images.githubusercontent.com/68532183/231180494-0facd66c-2…
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Spot lights are not casting anything on materials, I think. Neither specular nor diffuse. The reason I think so being that in the same map, I still had a few stock materials which were receiving the l…
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Currently Transparent and Parallax are part of the standard PBR shader. We would like to separate them out into separate shaders for clarity, optimization purposes, etc.
This can be done in one of tw…
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Discussed at the end of [dev club today](https://github.com/orgs/bonsai-rx/discussions/1780). We started with talking about updating Assimp.NET (or replacing it with our own) for our scene loading inf…