Visual representation of the Babylon Shader

Do you think your scheme can be produced on an open source tool like https://www.draw.io/ for example? This could help later to update the doc’ or simply to teamwork on it when you’ll finish the first shot (just a suggestion).

Metallic
https://doc.babylonjs.com/how_to/physically_based_rendering#pbrmetallicroughnessmaterial

BaseColor

BaseTexture

Emissive

ClearCoat
https://doc.babylonjs.com/how_to/physically_based_rendering_master#clear-coat

Anisotropy
https://doc.babylonjs.com/how_to/physically_based_rendering_master#anisotropy

Sheen
https://doc.babylonjs.com/how_to/physically_based_rendering_master#sheen

Subsurface
https://doc.babylonjs.com/how_to/physically_based_rendering_master#sub-surface

NormalTexture
https://doc.babylonjs.com/how_to/more_materials

Opacity
https://doc.babylonjs.com/how_to/physically_based_rendering_master#opacity

OcclusionTexture
https://doc.babylonjs.com/resources/maya_to_gltf#get-a-merged-occlusionroughnessmetallic-texture

Lightmap

EnvTexture
https://doc.babylonjs.com/how_to/use_hdr_environment

There are some infos missing. Maybe they are there but i cant find it.

BaseColor
BaseTexture
Emissive

And the documentation for OcclusionTexture and Lightmaps arnt that transparent.

@Vinc3r
For now i could share the Photohsop file if needed.

Lol, why my tutorial is in the middle of this list? :blush:

Keep the hand on the psd file for now :wink:

Cause there is no real info how to deal with lightmaps. Its the best source. :smiley:

PSD inside.
PBR_Shader_PSD_v04.zip (80.7 KB)

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This deserves a place in our documentation page about PBR :smiley:

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