In 2017, I joined Shine Research again for a six-month internship.
My main mission was to develop a 3D material graphics editor and to integrate these new dynamic materials into the 3D render flow.
These materials can thus be parametrized by the artists from a specific GUI.
This editor also aims to create exportable graphs to HLSL and GLSL shaders. This export is in place but not used yet.
During this internship, I also started implement PBR rendering algorithms to enhance the scenes created from the Shine Engine.