Yufeng Ying
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e88e30c273
Remove unused headers in servers.
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8 months ago |
Thaddeus Crews
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88d9903f6d
Merge pull request #86138 from EnlightenedOne/master
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9 months ago |
EnlightenedOne
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1d141ab32a
Fix Frustum Sky projection translation logic, all pipelines, fixes 63863
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1 year ago |
maxime.chambefort
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6f846eb5c5
Added external camera feed from external plugin on Android
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1 year ago |
Dario
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e2c6daf7ef
Implement asynchronous transfer queues, thread guards on RenderingDevice. Add ubershaders and rework pipeline caches for Forward+ and Mobile.
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1 year ago |
Hugo Locurcio
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0eb06da057
Jitter shadow map dithering pattern across frames when TAA is enabled
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2 years ago |
BlueCube3310
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ef9bb1a207
Implement support for bicubic lightmap filtering
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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 |
Eidolon
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08f4560e69
Add optional depth fog
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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 |
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 |
NumbuhFour
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1b09fd5410
Implement CAMERA_VISIBLE_LAYERS as built-in shader variable
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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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2 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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2 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 |
Rémi Verschelde
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d63c6fc463
Merge pull request #60185 from Calinou/environment-fog-and-sky-affect
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3 years ago |
Hugo Locurcio
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699e9f7966
Add Environment properties to control fog rendering on background sky
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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 |
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 |
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 |
Hugo Locurcio
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21ea1c3835
Rename soft shadow quality project settings for easier searching
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3 years ago |
jfons
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ba832d83b2
Initial TAA implementation
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3 years ago |
Hugo Locurcio
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eb497bbaa7
Fix "ortogonal" -> "orthogonal" typo in rasterizer code
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3 years ago |
Rémi Verschelde
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f8ab79e68a
Zero initialize all pointer class and struct members
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3 years ago |