Khronos Bolsters VR, AR, MR Markets With OpenXR Working Group, API Updates, More

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bit_user

Polypheme
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In glTF 1.0, a material is defined with a GLSL shader – which causes an issue when wanting to import a glTF model into a Direct3D, Vulkan or Metal application. Fortunately, there is a technology that can solve both these problems in one stroke – Physically Based Rendering (PBR). A PBR material is defined by simply sending parameters into a well-defined rendering model.
Is there a standard for PBR shaders? Surely, they're going to be less efficient than many of the simpler shaders out there, and not amenable to some of the hacks that employ shaders to accomplish various special effects.

I'm really skeptical that textures can be adequately modeled as PBR shaders, but perhaps someone can educate me.

IMO, they should've just used SPIR-V. Microsoft might whine about that, but it shouldn't be hard for them to support (all of the supported GPUs already implement it).
 
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