So i continue to do my shader nodes PBR. Very very slowly. However it is not clear to me the correct way to pass lighting information to the shader nodes. For example the number of lights, the list of lights and properties of said lights. Note that for PBR these lights will have extra info from the base lights.
Digging into the code i found TechniqueDefLogic interface and all its different implementations, including the image based SinglePassAndImageBasedLightingLogic.java. I also note that how a different implementation is chosen is fairly tightly coupled with the material loader.
Now the list of lights can be done the way its done now. I just need to add attributes such as size for point lights. It is not entirely clear where i should be adding this.
But even more problematic is the image based lighting. This is a possible set of “light probes” and a independent set of SPH light information.
What i don’t follow is how i should be managing this info into the material data and subsequently the shader node uniform variables.
Best practices, quick solutions and any general help always appreciated. It should be noted that just about everything in the scene will use the same material. A PBR material where only the textures will be different if this helps at all.