Testing different PBR implementations for glTF in WebGL with HDR Envmaps and IBL.
Please Note: On a daily basis I use PEX so pull requests, improvements and other engine suggestions welcome!
Required features:
- glTF 2.0 loading
- HDR equirectangular panorama skybox (fallback to engine specific Cubemap layout if not supported)
- PBR Rendering with image based lighting and prefiltered rough reflections
- SSAO
http://vorg.github.io/pbr-compare/index.html
-
First copy
/assets
folder to respective liblary folder eg/clay/assets
. -
Compiling
cd library_name
npm i
browserify index.js -o bundle.js
- Open repo/index.html or library_name/index.html
- I'm using Advanced Renderer for SSAO.
- There is inconsitency with environment map orientation #5
- There is inconsitency with environment map orientation
- There is inconsitency with environment map orientation #5
- I'm using HDR Cubemap instead of Equirect HDR Panorama #3
- I'm using LDR Cubemap for Skybox and HDR cubemap for reflections #4
- No issues here
- Albedo seems to be broken and too dark
Flight Helmet Donated by Microsoft for glTF testing Created by Patrick Ryan
Vatican Road by HDRI Heaven https://hdrihaven.com/hdri/?c=outdoor&h=vatican_road