AzaezelX
|
fe26ffc375
shift capturing from a globalMacro to a sceneRenderstate S32
|
1 anno fa |
AzaezelX
|
d23ee397e6
adds wetness
|
2 anni fa |
JeffR
|
79eebdd5f3
Cleaned and repacked work to update the probe bin and reflection probe behavior to clean and standardize it.
|
3 anni fa |
Areloch
|
6a3603c737
Overhauls the handling of probes to utilize an active probe list to improve performance and allow a greater total number of active probes in a scene.
|
5 anni fa |
AzaezelX
|
0c7811bd1a
shift pbrconfig to ORM
|
5 anni fa |
AzaezelX
|
070a9845a2
preliminary glowmap+glowmul feature augmentation math
|
6 anni fa |
AzaezelX
|
65cbf49c4a
backend specularMap to PBRConfigMap alts.
|
6 anni fa |
AzaezelX
|
022b87cac2
from user Ewyncat: adds invcameratrans, cameratoscrren, and screentocamera postfx and shader matrix interfaces.
|
6 anni fa |
Areloch
|
ebe2c2dead
Add vector light support to forward materials.
|
6 anni fa |
Areloch
|
e87dc787ee
Corrected probe init'ing so they don't fight for the cubemap idx order
|
6 anni fa |
AzaezelX
|
01f6938746
nomenclature shift for clarity: bunch of stuff tagged as probe that refferenced things properly tied conceptually to the reflection refrence box.
|
6 anni fa |
Areloch
|
af77444ec9
Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0
|
6 anni fa |
Areloch
|
4e557aec83
Added fetch for BRDF texture for forward rendering use, re-enabled brdf logic in the lighting shader and got the probe arrays properly sampling into forward as well.
|
6 anni fa |
Areloch
|
afb5a589c3
Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl
|
6 anni fa |
Areloch
|
f110158654
Probe Array WIP
|
6 anni fa |
Tim Barnes
|
9a39afa0eb
reflection probe updates
|
7 anni fa |
Areloch
|
b19a4b22c8
Implementation of reflection and skylight probes.
|
7 anni fa |
Areloch
|
b4a1d18f42
Core implementation of Physical Based Rendering.
|
7 anni fa |
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 anni fa |
Azaezel
|
196b214eae
engine:
|
9 anni fa |
DavidWyand-GG
|
17113d3ba5
Blinn-Phong Specular Changes
|
12 anni fa |
DavidWyand-GG
|
7dbfe6994d
Engine directory for ticket #1
|
13 anni fa |