Director at Gears for Breakfast, developing A Hat in TimeA Hat in Time's Website
Contact: jonas (at) gearsforbreakfast.com
Left: Standard Unreal Engine 3 phong shader. Right: Our A Hat in Time PBR shader.
Implemented a physically-based rendering lighting model into Unreal Engine 3 for A Hat in Time (an engine that previously only supported phong).
Used in A Hat in Time for dynamic and instanced shaders.