Unreal Retro-Reflective Shading Model

Weekend project: added a new shading model that includes a retroreflective component.


Improvements needed:

  • Separate roughness for specular and retro-reflectivity
  • Add parameter(s) for imperfect reflectors (inverse fresnel or something)
  • Add RectLight support
  • Check energy conservation since I’m literally adding a 2nd specular term
  • Environment reflections

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