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Pilpel

PBR Shader

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After many weeks of reading about this I coded a glsl shader with bkcore editor (I use the chrome extension. the site seems to be down).
Can I have comments on this? I plan to make a huge uber shader and framework out of it. Here's the code I used for the fragment shader.
I used the next link for different brdf terms: http://graphicrants.blogspot.co.il/2013/08/specular-brdf-reference.html
 
Particular questions:
1. Cspec is F0, right?
2. Do metals have a diffuse color of vec3(0)?
3. What's a good roughness parameter for metals and non-metals?
4. Is the BRDF block okay?
vec3 F = Fresnel_Schlick(dot(v,h), Cspec);
float D = GGX_NDF(roughness2, n, h);
float G = Geo_Implicit(l,v,n);
vec3 Eterm = E * dot(l,n);

//cook-torrance spec
Lo = ( (F * D * G) / (4.0 * dot(n,l) * dot(n,v)) ) * Eterm;
//lambert diffuse
Lo += (Cdiff / PI) * Eterm;
Edited by Pilpel

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Metals do not diffuse light. All metals and plastics have roughness from 0 to 100%. There is no good # , just one that matches the surface you are trying to mimic.

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