Guerrilla Cambridge’s New PS4 Exclusive Will Use Physically Based Shaders with High Visual Standard
We know by now that Killzone: Mercenary developer Guerrilla Camridge is working on a new PS4 exclusive belonging to a “High Profile, Multi-Million Selling Franchise,” and today we get to learn something more about the graphics of the upcoming game thanks to a career opportunity ad seeking a Senior Shader Artist.
Guerrilla Games’ Cambridge Studio is looking for a talented Shader Artist to join their world-class art team working on PS4. In this role you will produce textures and shaders to be used across all aspects of the environment by the art team. Shaders will need to be physically based and produced to a high visual standard. You will also need to balance shader requirements between visual fidelity, ability to tile, readability, performance costs and memory restrictions.
Physically based shading is an increasingly popular technique that simulates the physical interaction between light and materials, resulting in a more realistic effect and at the same time simplifying the development process.
The ad also includes more information, mentioning “BRDF based shaders rendered in a realtime engine.” BDRF means “Bidirectional Reflectance Distribution Function” and it’s an advanced function that determines how light is reflected when it hits a surface. It’s “bidirectional” because it considers two directions. The direction of incidence, meaning the vector of the light when it hits the surface, and the direction of reflection, which is the direction from which the viewer sees the reflected light.
In addition to this, familiarity with procedural texturing tools like Quixel dDo and Allegorithmic Substance is also deemed beneficial, indicating that they’ll probably be used in the creation of the game.
For an example on the effect of physically based shaders, you can check the video below from Star Citizen.