Closed aguaviva closed 6 years ago
We're not using SRGBtoLINEAR
on every texture. The metal/rough and occlusion textures are excluded from this conversion.
There's an open question about the BRDF lookup in #64. There's also a request to upgrade the BRDF to 16-bit in #45.
Thanks for the additional references! I'm going to close this as duplicate with #64, but please do subscribe to that issue for updates on this.
Sounds good! BTW thanks for this great sample, I had so much fun with it! :)
Yes, thanks for this code, it really helped us jumpstart PBR!
Pretty much anything that is an image (base color and also emissive) should be SRGB and the rest should be interpreted as linear (RGBA)
Also the shader should not be using SRGBtoLINEAR() for every single texture, only for the albedo and the emissive colors.
References: