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	<title>Shaders:PBRShaders - Revision history</title>
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	<updated>2026-04-21T01:04:01Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Shaders:PBRShaders&amp;diff=1523&amp;oldid=prev</id>
		<title>Qrow: Created page with &quot;PBR stands for Physically Based Render, it&#039;s a technique for 3D surface shading that tries to replicate the physical properties of light when hitting a given surface. More info: https://en.wikipedia.org/wiki/Physically_based_rendering  One of the main advantages of PBR - besides looking extremely good for minimal effort by the artists - is how streamlined the process of generating the textures becomes. Regardless of if you created the textures \in an image editing progra...&quot;</title>
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		<updated>2026-02-24T06:04:23Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;PBR stands for Physically Based Render, it&amp;#039;s a technique for 3D surface shading that tries to replicate the physical properties of light when hitting a given surface. More info: https://en.wikipedia.org/wiki/Physically_based_rendering  One of the main advantages of PBR - besides looking extremely good for minimal effort by the artists - is how streamlined the process of generating the textures becomes. Regardless of if you created the textures \in an image editing progra...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;PBR stands for Physically Based Render, it&amp;#039;s a technique for 3D surface shading that tries to replicate the physical properties of light when hitting a given surface. More info: https://en.wikipedia.org/wiki/Physically_based_rendering&lt;br /&gt;
&lt;br /&gt;
One of the main advantages of PBR - besides looking extremely good for minimal effort by the artists - is how streamlined the process of generating the textures becomes. Regardless of if you created the textures \in an image editing program or in a dedicated texturing app like Substance Painter, you know that &amp;quot;what you see is what you get&amp;quot; - ie. the final look of the model in the target gaming engine will be the same as what you&amp;#039;re seeing in your authoring software.&lt;br /&gt;
&lt;br /&gt;
SanguinarioJoe (from Spring 1944) &amp;amp; Ivand (from ZeroK) have developed powerful PBR shaders for the Spring engine. Follows the related links:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*[https://github.com/sanguinariojoe/spring1944-materialstest/commit/9696a1dcc42790a627ea27660d67ebf27348ca05 SanguinarioJoe&amp;#039;s PBR Shader]&lt;br /&gt;
*[[Shaders:IvandPBRShader]]&lt;/div&gt;</summary>
		<author><name>Qrow</name></author>
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