In the last few years Physically Based Rendering has taken over most pipelines.
PBR is supposed to produce better results, and save a lot of artist time, and it has so far delivered on those promises. PBR materials look fairly good in many different lighting conditions, cutting down a lot of the fiddling that lighting changes in WIP game scenes used to cause.
To achieve that, PBR goes much more in-depth into the physics of light, than the very approximate models from earlier years. You might remember BlinnPhong, one of the few lighting models which used to be commonly used in games. It didn't include roughness, metallicness and other important characteristics of materials which we now might take for granted. To our current, more discerning, eyes, it tends to make everything look like plastic.
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Example of lighting model supporting roughness |
Subsurface scattering and translucency support |
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Claudia Doppioslash is a Graphics Programmer, a speaker and an author. She works as a game development consultant. She is the author of the book “Physically Based Shader Development for Unity 2017”, published by Apress, and of the Pluralsight course “Developing Custom Shaders in Unity”. She can be found on Twitter @doppioslashand is speaking at Develop:Brighton on Thursday 12th July 4PM in Room 3.
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