I didn't expect how much realism adds a PBR Shader. Graphics will take it to a new level. Plastic - looks like plastic, metal - looks like metal, leather - looks like leather. Next step, is remaking some assets with PBR impovement, and integrating them to a levels.
How are you going to handle mipmapping for the cubemaps? By default they won't use all mips, however that is required to get the proper look with high and low roughness values.
The Thexa4, Momentum and probably Vance PBR all rely on the fact that you can force all mips on the cubemaps, not doing this will give you iffy results and there is no easy way to do it.
Also yes, I would consider myself a shader programmer
How are you going to handle mipmapping for the cubemaps? By default they won't use all mips, however that is required to get the proper look with high and low roughness values.
Sorry, i have very bad knowing of shader coding, and i didn't even thought about mipmapping. Are you programmer?
The Thexa4, Momentum and probably Vance PBR all rely on the fact that you can force all mips on the cubemaps, not doing this will give you iffy results and there is no easy way to do it.
Also yes, I would consider myself a shader programmer
I use Thexa4 shaders, can you share some tutorials or articles to solve this (or you can help me by urself ๑(◕‿◕)๑) ?