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