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.
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.