Context: surface
Tags: pbr, shading
bsdf wireblinn(vector tangent, float exponent)
Blinn function defined around a tangent vector. You can use this to produce the average specular illumination for thin wire-like primitives such as hair.
tangent – tangent vector along the hair.
tangent
exponent – blinn exponent.
exponent
wirediffuse
Writing a PBR shader