BlueCube3310
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ef9bb1a207
Implement support for bicubic lightmap filtering
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1 year ago |
ChristopheClaustre
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c46bb775e9
Disable camera_effects on some debug draw mode
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1 year ago |
Bastiaan Olij
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5a98845655
Implement hooks into renderer
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2 years ago |
Dario
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cc4d39b0c1
Acyclic Command Graph for RenderingDevice.
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1 year ago |
Dario
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9b91750fb1
Fix mipmap bias behavior by refactoring how samplers are created by Material Storage.
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2 years ago |
Bastiaan Olij
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d9eb9665da
Draw frustum splices ontop of direction shadow atlas for debug purposes
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2 years ago |
Marius Hanl
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a59819630d
Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D
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3 years ago |
Bastiaan Olij
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9b549231e4
Move luminance effect into its own class and use new buffers system
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2 years ago |
Rémi Verschelde
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d95794ec8a
One Copyright Update to rule them all
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2 years ago |
Bastiaan Olij
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65ca9e6924
Move SDFGI update logic into clustered renderer
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2 years ago |
clayjohn
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5b5cd2b98b
Remove high quality glow as it is not any higher quality than regular glow
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2 years ago |
Bastiaan Olij
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02b0c22e38
Moving SSEffects settings into class
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2 years ago |
Bastiaan Olij
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ddc4ae1175
Move cluster builder, sdfgi and gi structures to clustered renderer, move light and probe elements into storage and reorganise our render_scene method.
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3 years ago |
clayjohn
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4a1c7de57c
Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer).
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3 years ago |
Bastiaan Olij
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02ea1de7d0
Extract shared scene data into a separate class
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3 years ago |
clayjohn
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65f0113bc6
Properly scale SSR reflection based on metallic value for dielectric materials
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3 years ago |
Rémi Verschelde
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3a62c294c7
Merge pull request #65170 from KoBeWi/your_argument_is_TypedArray
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3 years ago |
kobewi
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7adc8376ed
Change Array arguments to TypedArray
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3 years ago |
Bastiaan Olij
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2cd84be64d
Extracting render buffers and changing it to a more generic solution
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3 years ago |
clayjohn
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385ee5c70b
Implement Physical Light Units as an optional setting.
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3 years ago |
Hugo Locurcio
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09bedcead4
Add a per-light volumetric fog energy property
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4 years ago |
Hendrik Brucker
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e96b1a2c0c
Implement MSAA for 2D [Vulkan only]
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3 years ago |
Hugo Locurcio
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baaa7503c7
Add a shadow opacity property to Light3D
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3 years ago |
Rémi Verschelde
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2bf8c4a6d0
Merge pull request #63527 from BastiaanOlij/rework_environment
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3 years ago |
Bastiaan Olij
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f579125eeb
Restructure environment in render implementation
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3 years ago |
Hugo Locurcio
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e24029edc3
Allow changing mipmap LOD bias when FSR 1.0 scaling is not used
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3 years ago |
Bastiaan Olij
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0bd042c601
Change RendererSceneRender::GeometryInstance so more code is shared among renderers
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3 years ago |
Bastiaan Olij
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bad5c659a4
Move Sky(RD) into environment
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3 years ago |
Rémi Verschelde
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90019676b0
Code quality: Fix header guards consistency
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3 years ago |
reduz
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455c06ecd4
Implement Vector4, Vector4i, Projection
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3 years ago |