I dived successfully into DirectX/3D11 (SharpDX/C#), I brought everything to life and finally, I wanted to implement PBR. I highly wanted the one-and-only BRDF like Disney / Burley, and luckily I've found the Microsoft Shipped PBREffect.fx in the Shader folder, an HLSL Shader for exactly my goal.
Finally, all my constant buffers are delivering, PBR itself working fine - but in a bigger scene, the only light I succeeded to apply lights up very small, like specular points and everything else keeps dark. For example, on the solarpanel texture the ALBEDO is not visible at all without the spacular light corona on it. Roughness, AO, Normal is all the time applied, because I have the ambient occlusion lights white lines visible and this is coming from the other maps.
And I am in some kind of out of possibilities. I cannot implement other Light solutions, because this would brick or override the whole PBR thing. Total different implementations through all the functions.
Does someone have some experience with this shader and an idea, how to get a "WORLD Light", that I have a base brightness on all objects also in Bis scenes. Like 1000.0f and up as rendering space.
Stephan.
3 Screenshots attached.
[The maps/PBR are perfectly applied but only in the spotlight] https://i.stack.imgur.com/JeUH3.jpg [Brass PBR material - only lit up on the spot] https://i.stack.imgur.com/KZNK7.png [image1]https://i.stack.imgur.com/Unmvm.jpg