This talk will cover the physically inspired shading and lighting pipeline in 'Destiny 2'. In this session, the Bungie team will explain the motivations, feature choices, feature implementation, and content production of 'Destiny 2', focusing on the transition to a physically inspired material model and an image based lighting pipeline. They will describe a formalization of common problems such as choosing appropriate features for your engine, and optimizing your gbuffer. That thought process will be applied to several case studies such as materials, lighting features, and decals, as they describe how Bungie translated visual goals into extensions of a physically based pipeline. This lecture will also cover workflows used to validate the correctness of content, as well as ways to art direct the final rendered frame for gameplay purposes.