LambertDiffuse VS DisneyDiffuse
BRDF,BlinnPhong VS Trowbridge-ReitzGGX
BRDF->D Trowbridge-ReitzGGX
BRDF->G, SmithJointGGX VS SmithGGX VS SmithBeckman
BRDF->F, FresnelSchlick
Only DirectDiffuse Lambert, UnityStandard(no divide by π) VS LambertDiffuse (no divide by π) VS LambertDiffuse (divide by π)
Only DirectSpecular, Unity VS Lut VS DF
Only IndirectSpecular, Unity VS Lut VS DF
Full, Unity VS Lut VS DF
Full, Unity VS Lut VS DF
Linear, Unity VS Lut VS DF
综述:DFPbr和LutPbr哑光效果更好,因为它们的算法更加标准,而Unity的Pbr代入很多Unity的Trick和算法调整,DF比Lut性能更优且效果更好(比较细微,但是在其他应用场景上可能会比较明显)。
另外Linear Space下Pbr效果将会出色。但是不同项目的定位不一样,所以不一定就是Linear Space一定就是最好的,适合的才是最好的。