Of course! Let me work on it a little bit more (in terms of clean up and such). I'll gladly post it here once I do. If you don't mind, I'll probably include my version in the Master Material Kit I posted recently, with credit due where it is deserved, of course.
Your material functions that you used in the material are missing from the upk (I suppose they are the ones included but you just forgot to change the path in the master material?). Also, you're loading stuff from the v. 1.01 and 1.02 packages, so you'll get a ton of errors if you only have the latest upk. You might want…
One more thing... You're including your cubemap reflections in your customlighting input, so you don't get reflections (and apparently metallic surfaces are only "lit" by the cubemaps?) on surfaces that aren't facing a light source. It doesn't really make sense that a surface would have to be lit directly to have indirect…
Fair point on the diffuse. That makes sense for a material that is completely metal, but if you have a texture with multiple material definitions, you'll need to have the differentiation, or some form of mask that you would then lerp in a color value from a constant 3. It is an interesting option, but I think you can forgo…
hey guys, over the last few days i've been working on this: I'd love for people to play around with it and let me know what they think. http://crazyferretstudios.com/public/PhysicallyBasedLighting.upk The reason i made this was to get used to a newer way of working, with the industry moving toward a PBR setup, and very few…