Just for clarity, PBR is not image based lighting, and IBL is not PBR. Image based lighting is often a component in physically based shaders, but is not an explicit requirement. You can have a PBR shader that takes only dynamic light sources, it won't look as good or be as convincing, but you certainly can do the same…
I use a directional light in my game to represent the sun. From what I've seen Unity PBR only works with point lights? Would the voxel lighting Neox linked be a remedy for that? I understand that PBR makes materials look correct under different lighting conditions, how much different would PBR objects look without the use…
That's only part of a PBR renderer. What really makes something PBR is the way lighting is calculated. Marmoset also has the cubemap reflections with varying sharpness based on glossiness, but the current version isn't physically based either. :)
Publicly ? None. CryEngine 3 is closest thing to PBR but it still quite off. You can start using CE3 right now. Although remember that default ToD have nothing to do with PBR, and you will need to create your own from scratch.
Not trying to break this thread up, but I really wish I could sit down with an industry experienced artist and talk about him/her about this. I mean hell, I'm not tech a artist. I'm not an idiot but damn! :\ I can't seem to find an 'easy read' regarding PBR. According to polycounts facebook post, all artists must have an…