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fix: doc link (#2850)
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docs/en/graphics/material/builtinShaders/pbr.mdx

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title: PBR
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PBR stands for **Physically Based Rendering**. It was first introduced by Disney in 2012 and later widely adopted by the gaming industry. Compared to traditional rendering methods like **Blinn-Phong**, PBR adheres to the principle of energy conservation and follows physical rules. Artists only need to adjust a few simple parameters to ensure correct rendering effects even in complex scenes. PBR is a physically-based rendering method that follows energy conservation and introduces [IBL](/docs/graphics-light-ambient) to simulate global illumination. It uses parameters like metallic, roughness, etc., to make adjusting rendering effects more convenient.
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PBR stands for **Physically Based Rendering**. It was first introduced by Disney in 2012 and later widely adopted by the gaming industry. Compared to traditional rendering methods like **Blinn-Phong**, PBR adheres to the principle of energy conservation and follows physical rules. Artists only need to adjust a few simple parameters to ensure correct rendering effects even in complex scenes. PBR is a physically-based rendering method that follows energy conservation and introduces [IBL](/en/docs/graphics-light-ambient) to simulate global illumination. It uses parameters like metallic, roughness, etc., to make adjusting rendering effects more convenient.
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## Base
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| Parameter | Description |

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