# 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 (opens new window) https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/principled.html (opens new window)
# Autodesk Standard Surface
- More features than Disney Principled
- No real-time specifics
https://autodesk.github.io/standard-surface/ (opens new window) https://github.com/Autodesk/standard-surface/tree/master/reference (opens new window)
# Substance PBR reference
https://www.substance3d.com/pbr-guide (opens new window)
# 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 (opens new window) https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit (opens new window) https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/ADOBE_materials_thin_transparency (opens new window)
# Marmoset reference
https://marmoset.co/posts/physically-based-rendering-and-you-can-too/ (opens new window)