Physically based rendering is a well-known concept these days and is the basis for photo-realistic rendering. The basic idea is to follow the physics of light and how it interacts with materials in real-world, in the rendering pipeline.

My custom PBR solution used in our Raze Roshan game

I developed a physically based deferred rendering and lighting solution for Unity featuring:

  • Used sub-sampling for G-Buffer to pack more material properties, and illumination
    buffer to support colored specular reflections
  • Indirect illumination solution based on a mix of parallax corrected reflection probes, screen-space directional occlusion and reflections, and object-space PRT


Below is some of  the reference material tests that was done for both shading quality test and artists’ training.

2 thoughts on “Physically Based Rendering

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