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Terrain Integrated into latest PBR code

Terrain Integrated into latest PBR code


I'm working terrain rendering code back into the new PBR code from Khronos that was discussed in my last blog article. I decided to include metalness / roughness lookups, which could be useful for snow, ice, lava, slick rocks, water, and mud. There's no DOF used in this shot, that's just the surface roughness causing the reflections to look soft.

SSR is actually integrated into the PBR reflection code, overriding the cubemap lookup on pixels it is available on, with proper handling of surface roughness and metalness. This produces much better results than most renderers that just treat it as a post-processing effect that gets added on top of whatever else is already there.

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