Physically Based Rendering Comes to WebGL
blog.playcanvas.com
blog.playcanvas.com
PS. https://Clara.io also has support for physically-based rendering in WebGL, just use the "Physical" material. :)
It is hard to compete with Unity with the same efficiency on all the non-web platforms platforms supported by Unity when it has to run in a browser/JavaScript. But for web-based games PlayCanvas beats out Unity clearly.
For the moment at least, if you discount the Unity plugin approach.
Unity 5, the coming version, features a (plugin-less) WebGL-export (and I believe the Unity 5 beta already supports it):
https://blog.mozilla.org/blog/2014/03/18/mozilla-and-unity-b...
However, the reality is that they are desktop only, at least for the foreseeable future. The Emscripten Webplayer generates a significant blob of Javascript which doesn't work well on mobile.
Raw Javascript engine's like PlayCanvas are ~500Kb compared to ~10MB for Unity in Javascript.
I think anyone that wants to target the web primary should use something that isn't based on a large emScripten blob as their engine. This will become more and more of a liability as time goes on.
But this does give Unity 5 a checkbox besides WebGL.
BTW one of the best references is this: http://blog.selfshadow.com/publications/s2013-shading-course...
So I opened it in chrome and it hangs my iMac. I do graphics programming and use 3D a lot, and it is the first time my machine hangs.
Also, by physically-based rendering I assume they mean physically-plausible shaders.