Eye-catching 64bit color math

This is a small tech dive into our Principled BSDF showcasing some of the capabilities of Crescendos graphics pipeline in Vulkan. This includes material values like metallacity, roughness, emssivenes, specularity and otrher advance PBR standards in other engines. I will release a later post diving into the vulkan boiler plates required for these materials as we are utilizing an uber shader, one shader to rule them all. Need another shader? Grab the SSBO and apply an offset to get the results you are looking for in art direction.

Transmissive tests: BSDF BSDF BSDF Emissive tests : BSDF

I’ve based a lot of this off the works of : https://cseweb.ucsd.edu/~tzli/cse272/wi2023/homework1.pdf