First Physically Based Shading tests

Last days I spend for reading some papers for new lighting method for me which called Physically Based Shading.It is already inside UE4 or CryEngine , now its time to insert it in my engine.The main algorithm is the same but I have to find ways for optimize because its to expensive to have a lot of light probes inside realtime day-night lighting system.

More info you can find here:

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