Hi folks! Decided to redo my pbr shader from the ground up following a metallness workflow.
There will be two versions, one with all parameters textures separated, and one that uses each channel of a single texture.
Also simplified a lot of things, one of them is that you no longer need a checkbox to use a texture.
This way the shader is much simpler to operate:
Another thing that I've been working on... area lights!
And its possible to mix any type of light, as far as your hardware can handle:
There are some stabilty issues that I still need to figure out. For example when adding an area light that light will flick until you change its intensity or position or refresh the viewport.
Also, I wish I could light loop a shadow map inside a custom code
PCF and PCSS are 4x and 16x, respectivelly, slower than calculating them in a custom code. But its impossible to loop it for all lights, just light 0.
Still need to sort opacity and translucency, as soon as I fix those things I will star releasing the shader.