MozillaReality / webxr-todo

INACTIVE - List of ideas to improve the WebXR ecosystem
MIT License
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Alternative to PBR or unlit material in glTF #2

Closed fernandojsg closed 1 week ago

fernandojsg commented 4 years ago

There was a proposal (2yo now) to include material attributes for models other than PBR or unlit: https://github.com/KhronosGroup/glTF/tree/master/extensions/1.0/Khronos/KHR_materials_common

It seems to be deprecated and even in three.js it was previously supported somehow but it was removed https://github.com/mrdoob/three.js/pull/13169

This is really unfortunate because there are use cases where you still want a basic lighting model so unlit can't really work for you, but you can't afford a PBR material, for example when targeting WebXR on Oculus Quest.

When building our Jumpy Balls demo, using PBR (= THREE.MeshStandardMaterial) was definitely a no-go because of the performance difference of ~30% when comparing it to a Phong or Lambert model.

So it would be great to provide an alternative to these use cases.