I would really like to more fully understand how the metallic materials are rendered in Godot. It’s my understanding that creating reflections isn’t generally a trivial task in raster-based rendering, so I would like to read up on how Godot specifically implements this feature!
In general, any resource explaining it would be great. I will eventually be using this information to try to find research papers on the topic.
Okay, so it seems that the answer is Godot uses Physically Based Rendering methods (PBR materials). I hadn’t heard of this before, so now that I have a term to look up, I feel as though I can find the resources that I need.