AzaezelX
|
5682bafb29
kills off that second buffer in terrain rendering when in forward mode
|
4 年之前 |
Lukas Aldershaab
|
481e2a7230
Improve terrain rendering, handle bug with no detail
|
4 年之前 |
Lukas Aldershaab
|
6f57aa51d2
Add 0.5f term back to contrast calculation
|
4 年之前 |
Lukas Aldershaab
|
9cac064be8
Avoid negative heights in texture blending
|
4 年之前 |
Lukas Aldershaab
|
10ed852dd2
Remove baseline component from contrast
|
4 年之前 |
Lukas Aldershaab
|
3c165b7d45
Update blendContrast, add glsl support
|
4 年之前 |
Lukas Aldershaab
|
1ffec9ab56
Add blend contrast slider
|
4 年之前 |
Lukas Aldershaab
|
3c8d07a03e
Cleanup and fixes
|
4 年之前 |
Lukas Aldershaab
|
4f472bf402
New terrain blending
|
4 年之前 |
Lukas Aldershaab
|
87dd7ffc4a
Implement Singlepass Terrain Render
|
4 年之前 |
Lukas Aldershaab
|
49a8c0ad36
Fix ORM maps in terrain textures
|
4 年之前 |
AzaezelX
|
0c7811bd1a
shift pbrconfig to ORM
|
5 年之前 |
AzaezelX
|
4a88d7a4e4
adress #221 crash surpress macromap
|
5 年之前 |
AzaezelX
|
9beaba0e60
HACKALERT: eat the low bit of the depth map to store off a copy of the blend total for norm|depth layer blending when layers exceed single passes. really should hunt down root causality there...
|
5 年之前 |
AzaezelX
|
29a8d5d36c
backend support for isSRGB and invSmooth flags, general cleanup HLSL side. left GLSL alone for sxs comparrison while we work out the kinks
|
5 年之前 |
AzaezelX
|
fb67458eaf
fix terrain default values when not applying a pbrConfigMap
|
6 年之前 |
Azaezel
|
b3805fe778
Merge branch 'terrainNormalNeener' into PBR_PR
|
7 年之前 |
Brian Roberts
|
4453a4ad4b
Update terrFeatureHLSL.cpp
|
7 年之前 |
Azaezel
|
2c0a57449e
filter out pixel shader normalmap calcs when not in deferred mode.
|
7 年之前 |
Areloch
|
b19a4b22c8
Implementation of reflection and skylight probes.
|
7 年之前 |
Areloch
|
b4a1d18f42
Core implementation of Physical Based Rendering.
|
7 年之前 |
Areloch
|
88a94342f8
Merge pull request #2051 from lukaspj/correct-terrain-colors-linear
|
8 年之前 |
Areloch
|
8c807485b1
Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds.
|
8 年之前 |
Lukas Jørgensen
|
0b9aede7a2
Fix for terrain detail color blending post-linearization
|
8 年之前 |
Areloch
|
25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
|
8 年之前 |
Areloch
|
edd1e0a270
Removes Direct3D9 functionality.
|
8 年之前 |
Areloch
|
af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
|
8 年之前 |
Areloch
|
1ed8b05169
Initial implementation of the new Base Game Template and some starting modules.
|
8 年之前 |
Azaezel
|
598fb758f3
embeds blendtotal into the low bit for the normal|depth buffer for terrains to support multi-pass blending.
|
9 年之前 |
Azaezel
|
a0c0f5766f
adresses #1704: partial reversion to 3.8 specs regarding layer blending.
|
9 年之前 |