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Shader Development Mastery Hub: The Industry Foundation Prac

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Q1

In the context of PBR, what fundamental property of a material dictates how light scatters diffusely from its surface, independent of viewing angle?

Q2

When implementing a physically based shader, what is the primary purpose of the "Metallic" workflow parameter, assuming a non-metallic (dielectric) surface?

Q3

A common pitfall in PBR is the use of overly saturated or "pure" colors for the Albedo map. From a physical standpoint, why is this problematic?

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