Texturing

PBR

Physically Based Rendering

Also known as: Physically Based Rendering · Physically Based Shading · PBS

Definition

PBR (Physically Based Rendering) is a shading and material workflow that simulates how light interacts with surfaces according to real-world physics. Instead of authoring colours per lighting condition, an artist defines a material via separate texture channels — typically base colour, roughness, metalness, normal, and ambient occlusion — and the engine handles consistent lighting across any scene. PBR is the universal standard for modern game engines (Unreal Engine 5, Unity HDRP, Godot 4) because the same material looks correct under any lighting rig.

In production

In production, a PBR material is built in Substance Painter or Substance Designer, exported as a set of textures, and assigned to a shader in the engine. Studios target either Metallic-Roughness (used by UE5, Unity, Godot, glTF) or Specular-Glossiness workflows.

Learn PBR in

Tools that use PBR

See also