PBR

PBR stands for Physically Based Rendering, or Physically Based Rendering in Chinese. Originally proposed by Disney in 2012, it has since been widely adopted in the gaming industry. Compared to traditional rendering methods like Blinn-Phong, PBR adheres to energy conservation and physical rules. Artists only need to adjust a few simple parameters to ensure accurate rendering results even in complex scenes. PBR follows energy conservation principles, is physically based, and incorporates IBL to simulate global illumination. It allows for easier adjustment of rendering effects through parameters like metallic and roughness.

PBR Basic Parameters

ParameterDescription
metallicMetallic. Simulates the metallic properties of a material. Higher values result in stronger specular reflections, reflecting more surrounding environment.
roughnessRoughness. Simulates the roughness of a material. Higher roughness creates a less flat microsurface and blurrier specular reflections.
roughnessMetallicTextureRoughness Metallic Texture. Used with metallic and roughness, operates in a multiplicative relationship.
baseColorBase Color. Base Color * Base Color Texture = Final Base Color. The base color represents the albedo value of an object. Unlike traditional diffuse color, it contributes to both specular and diffuse components. We can control the contribution ratio using metallic and roughness.
emissiveColorEmissive Color. Renders color even without lighting.
baseTextureBase Color Texture. Used with base color, operates in a multiplicative relationship.
normalTextureNormal Texture. Creates surface detail with a bump map and controls depth via normal intensity.
emissiveTextureEmissive Texture. Combine with emissive color (emissiveFactor) to achieve emissive effects, rendering color even without lighting.
occlusionTextureOcclusion Texture. Enhances shadow details of objects.
tilingOffsetTiling Offset. A Vector4 value controlling UV scale and offset (see example).
clearCoatClear Coat Strength. Default is 0 (disabled). See example.
clearCoatTextureClear Coat Strength Texture. Multiplied with clearCoat.
clearCoatRoughnessClear Coat Roughness.
clearCoatRoughnessTextureClear Coat Roughness Texture. Multiplied with clearCoatRoughness.
clearCoatNormalTextureClear Coat Normal Texture. Shares the original material’s normal if not set.

By adjusting the metallic parameter, you’ll notice that higher metallic values make the surrounding environment clearer and transition from a white pure color to a colorful one. This occurs because dielectric materials (metallic = 1) reflect 100% of light at the surface, resulting in colorful environmental reflections:

In addition to the above general parameters, PBR provides two workflows: Metal-Roughness and Specular-Glossiness, corresponding to PBRMaterial and PBRSpecularMaterial.

PBRMaterial

Anisotropy

Refers to the directional variation of light reflection on a surface, often manifesting as distinct gloss or reflection effects. This phenomenon is common in real-world materials, especially metals, fabrics, and hair.

ParameterDescription
anisotropyAnisotropy Strength. Default is 0 (disabled). See example.
anisotropyRotationAnisotropy Rotation Angle. Rotates along tangent and bitangent space.
anisotropyTextureAnisotropy Texture. RG channels store anisotropy direction (multiplied with rotation); B channel stores strength (multiplied with anisotropy).

Enabling Anisotropy

  • Navigate to Inspector, enable anisotropy, and adjust parameters for desired effects:

Sheen

Used to simulate subtle glossy effects on fabric surfaces. This gloss is visible at specific viewing angles, resembling light scattering on silk, velvet, or other fine fibers.

ParameterDescription
sheenColorBase Sheen Color. Determines the color observed when light interacts with the surface.
sheenColorTextureSheen Color Texture. Provides complex color variations across the surface.
sheenRoughnessSheen Roughness. Lower values = smoother surfaces with concentrated gloss; higher values = rougher surfaces with softer, diffused gloss.
sheenRoughnessTextureSheen Roughness Texture. Defines varying roughness across the surface.
Gloss variation on fabric at different angles

Enabling Sheen

  • Select the material and adjust parameters:

Thin Film Iridescence

Occurs when surface colors change with viewing and lighting angles. Common in soap bubbles, insect wings, and pearls.

ParameterDescription
iridescenceThin Film Interference Strength (0–1).
iridescenceTextureIridescence Strength Texture.
iridescenceIORIridescence Refractive Index. Controls light bending and resulting colors.
iridescenceThicknessRangeIridescence Thickness Range. Determines color variation.
iridescenceThicknessTextureIridescence Thickness Texture. Affects color and thickness.
Thin film interference effect

Enabling Iridescence

Transmission

Describes light passing through a material rather than being reflected or absorbed. When light hits a transparent/semi-transparent object, some light transmits through it.

Transmission from 0 to 1
ParameterDescription
transmissionTransmission Strength (0–1). 0 = no transmission; 1 = fully transparent.
transmissionTextureTransmission Texture. Samples R channel, multiplied with transmission.

Enabling Transmission

  • Enable Opaque Texture in Camera and Scene:
  • Adjust transmission parameters:

According to physics, refraction relies on transmission. Refraction only occurs when transmission > 0.

Refraction

ParameterDescription
attenuationColorAbsorption Color. Simulates optical absorption in colored glass, liquids, or gems.
attenuationDistanceAttenuation Distance. Shorter distances = denser, more vivid colors; longer distances = softer color transitions.
thicknessRefraction Thickness. Controls light bending. Larger values = more pronounced refraction.
thicknessTextureThickness Texture. Samples G channel; white = thicker, black = thinner. Multiplied with thickness.
Color changes with increasing attenuationDistance

Enabling Refraction

For refraction calculations, we assume:

  • Use a simplified geometry shape to approximate surface properties.
  • Use refractionMode to define the refraction mode.
refractionModeDescription
SphereUses spheres to approximate curved surface refraction.
PlanarUses planes for flat surface refraction.

PBRSpecularMaterial

ParameterDescription
specularColorSpecular Color. Unlike metal-roughness workflows, this directly defines specular color (only active when metal-roughness workflow is disabled).
glossinessGlossiness. Opposite of roughness (only active when metal-roughness workflow is disabled).
specularGlossinessTextureSpecular Glossiness Texture. Multiplied with specular and glossiness.

Note: PBR must enable ambient lighting.

For script-based material usage, refer to the material usage tutorial.

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