Implement PBR Shader Pipeline #17

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opened 2026-01-18 14:17:29 +00:00 by akadmin · 0 comments
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Description:
Implement physically based rendering with metallic-roughness workflow. Add support for PBR material textures.
Tasks:

  • Research PBR theory (reflectance equation, BRDF)
  • Update fragment shader with PBR lighting model
  • Implement Cook-Torrance BRDF
  • Add support for albedo/base color texture
  • Add support for metallic texture
  • Add support for roughness texture
  • Add support for normal maps (tangent-space normal mapping)
  • Add support for ambient occlusion maps
  • Create material struct to hold texture references
  • Update descriptor sets for multiple material textures
  • Test with PBR test models

Acceptance Criteria:

PBR materials render correctly
Metals look metallic, dielectrics look correct
Roughness affects specular highlight size
Normal maps add surface detail

Related Issues: Depends on #14
Resources:

LearnOpenGL PBR tutorial
Sascha Willems Vulkan PBR example

Estimated Time: 5-7 days

Description: Implement physically based rendering with metallic-roughness workflow. Add support for PBR material textures. Tasks: - [x] Research PBR theory (reflectance equation, BRDF) - [x] Update fragment shader with PBR lighting model - [x] Implement Cook-Torrance BRDF - [x] Add support for albedo/base color texture - [x] Add support for metallic texture - [x] Add support for roughness texture - [x] Add support for normal maps (tangent-space normal mapping) - [x] Add support for ambient occlusion maps - [x] Create material struct to hold texture references - [x] Update descriptor sets for multiple material textures - [x] Test with PBR test models Acceptance Criteria: PBR materials render correctly Metals look metallic, dielectrics look correct Roughness affects specular highlight size Normal maps add surface detail Related Issues: Depends on #14 Resources: LearnOpenGL PBR tutorial Sascha Willems Vulkan PBR example Estimated Time: 5-7 days
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akadmin/NemesisEngine#17
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