For my uber-shader, I have gone with a ‘layered’ style model so that I may represent many different types of common materials easily. I’ve structured it so that some familiar, but old, concepts are represented, yet in a way that is physically plausible.
Computer-generated graphics, like most things, can be burdoned by their history. The common shading models have existed since the beginning of computer graphics, and they are usually chosen for their speed or ease of implementation. Either reason … Read the rest