Blender Game Engine PBR Node

My second version of PBR node implementation. It includes fully working almost physically accurate fresnel including fresnel reduction basing on roughness. It also uses F-metallness value for setting reflectivity aswell as roughness for mixing to specular material colors from which one uses blurred reflection, while other one uses sharp. For normalmap I use another material with one normalmap texture on it. Things left to do: *Correct reflection mapped independent from view.
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