A WIP Implementation of a Physically Plausible (PBR/PBS) HLSL Shader that works in both Autodesk 3Ds Max and Autodesk Maya viewports. It's aiming to be as simple as possible.
This is a simplified and modified version of Maya-PBR-BRDF-VP2 by hogjonny:
- Jonny K Galloway - Maya-PBR-BRDF-VP2 - hogjonny
Great thanks for Maya-PBR-BRDF-VP2, it's a great project and source of knowleage with implementation.
simplePBR.fx is the main file. simplePBRMaya and simplePBRMax are used to make sure, that value used by shader to recognise software is set.
As in Maya-PBR-BRDF-VP2 by hogjonny Diffuse IBL and Specular IBL need to be .dds maps. They can be generated from hdr files with https://github.com/derkreature/IBLBaker
WARNING: DISABLE VIEWPORT GAMMA CONTROL?COLOR CORRECTION BEFORE USE OR DISABLE LINEAR LIGHTING
Maya: Compile the .fx file to fxo with fxc.exe or use compile_for_maya.bat In Maya:
- make sure, that dx11Shader.mll plugin is loded.
- create a dx11Shader material
- Load generated .fxo file as a Shader File
- load textures: Diffuse, Metalness, Roughness
- Load IBL textures: Diffuse IBL and Specular IBL
Max:
- Create DirectX Shader
- Select mode "HLSL File"
- Load simplePBRMax.fx file
- load textures: Diffuse, Metalness, Roughness
- Load IBL textures: Diffuse IBL and Specular IBL