Gustav Sterbrant
Gustav Sterbrant
Fixes #3651 Adds support for light attenuation and medium thickness to be used with refractive (light transmitting) volumes and surfaces. Also adds support for KHR_materials_volume. Furthermore, increases the complexity of...
### Description PR #4460 adds sheen to the standard material. The glTF reference implementation uses two LUTs for the BRDFs, one to weight the underlying layers, and one to weight...
### Description The clearcoat shading model does not balance the energy from the base specular. As described here https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_clearcoat/README.md: ``` clearcoatFresnel = 0.04 + (1 - 0.04) * (1 -...
### Description Refractions currently only takes into account the environment reflections, which gives an underwhelming impression of refractive surfaces, see #4437 for an example. In order to fix this, we...
### Description Add support for IES light profiles:  These are essentially just weights you can use in a shader and lookup the value based on the angle between the...
### Description As a nice and simple way to support day-night cycles as well as dynamic sky ambient lighting, we should support using a procedurally generated (whenever the sun moves)...
### Description - [x] Add support for specular maps and tint using the metalness workflow. - [x] Add support for specularity factor maps and tint. - [x] Add support for...
### Description Lights support shadow intensity to be adjusted, which modulates the amount of light absorbed by the shadow, as of the PR in the engine here: https://github.com/playcanvas/engine/pull/4346. The editor...
### Description Enables the use of physically based light units, by having the physicalUnits enabled on the scene, and setting the luminance (not intensity) parameter on the lights. For spot...
### Description The exposure with the physical camera units #4585 and physical light units #4618 means we can have really big ranges of light intensities in the scene. Without automatic...