22748ed9ba6694eaa118a2e7bf3b89cea01f9439
- Vertex shader: passes world position, world normal, albedo to fragment - Fragment shader: full PBR implementation - D term: Trowbridge-Reitz GGX distribution - G term: Smith geometry with Schlick-GGX - F term: Schlick Fresnel approximation - kD/kS split based on metallic - Directional light (0.5, 0.8, 0.3) with warm color - Ambient term (0.15, 0.18, 0.22) for fill light - ACES filmic tonemapping - Gamma 2.2 correction - Fixed roughness=0.5, metallic=0.1 (per-object materials = future) - No C# code changes — pure shader upgrade
Description
AI powered Game Engine
23 MiB
Languages
C#
97.8%
GLSL
1.8%
Shell
0.2%
PowerShell
0.2%