# Resources

## Disney Principled Shader

* PBR abstraction
* Good feature/complexity balance
* Industry standard

## Blender Principled Shader

* Based on Disney Principled

<https://docs.blender.org/manual/en/2.80/render/shader_nodes/shader/principled.html> <https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/principled.html>

## Autodesk Standard Surface

* More features than Disney Principled
* No real-time specifics

<https://autodesk.github.io/standard-surface/> <https://github.com/Autodesk/standard-surface/tree/master/reference>

## Substance PBR reference

<https://www.substance3d.com/pbr-guide>

## glTF material definition

* Minimalistic real-time features
* Some useful material extensions are available or in development

<https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#materials> <https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit> <https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/ADOBE_materials_thin_transparency>

## Marmoset reference

<https://marmoset.co/posts/physically-based-rendering-and-you-can-too/>
