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Has anyone implemented area lights or sphere lights in PBR for glTF?
Sphere lights are discussed on page 15 of Real Shading in Unreal Engine 4 by Brian Karis, Epic Games. But I'm wondering if anyone has turned the formulas into actual open-source shader code for sphere lights.
The text was updated successfully, but these errors were encountered:
Nothing formal, but /cc KhronosGroup/glTF-Blender-Exporter#136.
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Closing as duplicate of #1940. Also see proposal in #1948.
Successfully merging a pull request may close this issue.
Has anyone implemented area lights or sphere lights in PBR for glTF?
Sphere lights are discussed on page 15 of Real Shading in Unreal Engine 4 by Brian Karis, Epic Games. But I'm wondering if anyone has turned the formulas into actual open-source shader code for sphere lights.
The text was updated successfully, but these errors were encountered: