Live demo: http://defold.com/defold-pbr/
Image based lighting (IBL) for Defold's built-in glTF PBR shaders. This extension adds HDR environment processing tools, diffuse irradiance, prefiltered environment reflections, a BRDF LUT, and an IBL-enabled material.
This version requires Defold 1.14.1 or later. It uses the engine's /builtins/materials/gltf.*.
For basic glTF PBR rendering with directional, point, and spot lights, use Defold's built-in materials.
this extension is only needed when you want its IBL features. The built-in fragment shader provides a constant ambient contribution, which this extension replaces with lighting sampled from an environment map.
When upgrading an existing project, migrate local materials, model bindings, custom shaders, and old converter output before removing the asset-pbr dependency. Follow the migration checklist, then remove the dependency if no required resources use it and run Project > Fetch Libraries. Existing generated environment assets and the defold-pbr-extension/core Lua API can still be used. Custom shaders using the old PBRParams / PBRLightData API need to migrate to the built-in PBRMaterial, PBRSurface, and PBRLighting API.
Import glTF/GLB models with the editor's native importer and assign the extension material for IBL. The supplied render scripts support OPAQUE and MASK materials; BLEND requires a custom render pass, as described in the render setup. The legacy Blender-based Extract GLTF content command has been retired because it generates materials for the old shader API.
Please read the extension manual for integration details.
Please open a ticket at the Github Repository. Problems or questions? Please contact us at our Forum or our Discord Server.
- Shaders based on the GLTF sample viewer
- Example GLTF content downloaded from GLTF sample models
- Environment maps downloaded from Polyhaven