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For low-end devices (chrome books), there should be a Lambert-based shader for improved performance. For this to work properly, a light probe will have to be generated along with the env texture.
The Lambert shading is a non-physical shader, so it will have to read texture files differently.
Metalness textures should be averaged down into a single reflectivity float.
Roughness texture can be used as the specular map but with some physical inaccuracy.
Lambert does not use ORM maps so specular and metalness will have to be separated from ORM
Red: Occlusion
Green: Roughness
Blue: Metalness
For the Demo, we can skip converting metalness and roughness into lambert.
All other maps such a normal and basecolor should be interchangeable with minimal inaccuracy.
For low-end devices (chrome books), there should be a Lambert-based shader for improved performance. For this to work properly, a light probe will have to be generated along with the env texture.
The Lambert shading is a non-physical shader, so it will have to read texture files differently.
Metalness textures should be averaged down into a single reflectivity float.
Roughness texture can be used as the specular map but with some physical inaccuracy.
Lambert does not use ORM maps so specular and metalness will have to be separated from ORM
For the Demo, we can skip converting metalness and roughness into lambert.
All other maps such a normal and basecolor should be interchangeable with minimal inaccuracy.