Contact: contact (at) gearsforbreakfast.com
Implementation taking inspiration in Parallax Corrected CubeMaps from Siggraph 2012. Implemented in C++ and HLSL for A Hat in Time. Very cheap implementation compared to realtime scene capturing.
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.