Areloch
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af77444ec9
Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0
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6 rokov pred |
Areloch
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dd3422b5a2
Added ability to pass ints to post effect shader consts
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6 rokov pred |
AzaezelX
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afa52850c3
Merge branch 'CustomShaderFeaturesPR' of https://github.com/Areloch/Torque3D into alpha40Macwork
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6 rokov pred |
Areloch
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ebb51bb178
Catch the template files up and add the improved convex editor bits.
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6 rokov pred |
Areloch
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af14de2bb7
Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material.
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6 rokov pred |
Areloch
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529558f671
Initial implementation of Custom Shader Features
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6 rokov pred |
Areloch
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3697737498
Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development
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6 rokov pred |
Areloch
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c283295f22
Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development
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6 rokov pred |
AzaezelX
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57ee1882fa
strip out unused pixspecular to cut down on sources of confusion
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6 rokov pred |
Areloch
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2abdef7459
Collapse the ProbeManager into RenderProbeMgr to simplify the probe management/rendering behavior(as the game sim doesn't require simple access to probe data, unlike lights)
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7 rokov pred |
Tim Barnes
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9a39afa0eb
reflection probe updates
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7 rokov pred |
Areloch
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b19a4b22c8
Implementation of reflection and skylight probes.
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7 rokov pred |
Areloch
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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 rokov pred |
Azaezel
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33ebe34440
more gfx shadowvar cleanups
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7 rokov pred |
Areloch
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39f86d8c30
asdasd
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8 rokov pred |
Areloch
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9a5700addc
Handler binding on a scene level working
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8 rokov pred |
Areloch
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7219899287
Working on shader const binding
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8 rokov pred |
Areloch
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70c154c7d3
Implement of the shader consts binding.
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8 rokov pred |
Areloch
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dc5e502dec
Initial implementation of Custom Shader Features.
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8 rokov pred |
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 rokov pred |
Areloch
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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8 rokov pred |
Anis
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5d38357785
Merge pull request #1636 from Azaezel/TranslucentTargetTweak
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9 rokov pred |
James Urquhart
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3496c549b5
Hardware Skinning Support
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11 rokov pred |
Azaezel
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702e63cb0c
puts forward-lit #targetname assignment of faux diffuse maps back
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9 rokov pred |
Azaezel
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00cc949011
reimplements a form of subsurface scattering
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9 rokov pred |
Areloch
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6a40b8bb84
Merge pull request #1559 from rextimmy/dx11_clean
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9 rokov pred |
rextimmy
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41e5caf22b
Direct3D11 Engine/source changes
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9 rokov pred |
Azaezel
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ed264e4e12
from @rextimmy automatically adds a sky feature to skies. (render sorting and orientation. previously required setting in script.)
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9 rokov pred |
Azaezel
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8c5810adad
The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:
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10 rokov pred |
Areloch
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95ab3a33a5
Merge pull request #719 from rextimmy/dxtnm-parallax-fix
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10 rokov pred |