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pbr-shading

Stars125
Forks7
UpdatedJune 25, 2026 at 16:06

Fold PBR/IBL shading into a RenderPipeline in the OGPU engine. Use whenever the user wants physically based shading, IBL, image-based lighting, metallic/roughness materials, an environment-lit mesh, "make this look like a real material", or wants to combine their own custom vertex/fragment work with the engine's PBR lighting. Also use when a mesh has no textures and needs sensible fallback (factor-only) material setup.

Installation

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