JeffR
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434c6c26fe
A clean implementation of Lukas' Fix side projection #684 PR with Az's addendum fix rolled in
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3 years ago |
AzaezelX
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5682bafb29
kills off that second buffer in terrain rendering when in forward mode
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3 years ago |
Lukas Aldershaab
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481e2a7230
Improve terrain rendering, handle bug with no detail
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4 years ago |
Lukas Aldershaab
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6f57aa51d2
Add 0.5f term back to contrast calculation
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4 years ago |
Lukas Aldershaab
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9cac064be8
Avoid negative heights in texture blending
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4 years ago |
Lukas Aldershaab
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10ed852dd2
Remove baseline component from contrast
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4 years ago |
Lukas Aldershaab
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3c165b7d45
Update blendContrast, add glsl support
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4 years ago |
Lukas Aldershaab
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1ffec9ab56
Add blend contrast slider
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4 years ago |
Lukas Aldershaab
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3c8d07a03e
Cleanup and fixes
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4 years ago |
Lukas Aldershaab
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4f472bf402
New terrain blending
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4 years ago |
Lukas Aldershaab
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87dd7ffc4a
Implement Singlepass Terrain Render
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4 years ago |
Lukas Aldershaab
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49a8c0ad36
Fix ORM maps in terrain textures
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4 years ago |
AzaezelX
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0c7811bd1a
shift pbrconfig to ORM
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4 years ago |
AzaezelX
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4a88d7a4e4
adress #221 crash surpress macromap
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5 years ago |
AzaezelX
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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...
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5 years ago |
AzaezelX
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29a8d5d36c
backend support for isSRGB and invSmooth flags, general cleanup HLSL side. left GLSL alone for sxs comparrison while we work out the kinks
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5 years ago |
AzaezelX
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fb67458eaf
fix terrain default values when not applying a pbrConfigMap
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5 years ago |
Azaezel
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b3805fe778
Merge branch 'terrainNormalNeener' into PBR_PR
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6 years ago |
Brian Roberts
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4453a4ad4b
Update terrFeatureHLSL.cpp
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6 years ago |
Azaezel
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2c0a57449e
filter out pixel shader normalmap calcs when not in deferred mode.
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6 years ago |
Areloch
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b19a4b22c8
Implementation of reflection and skylight probes.
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7 years ago |
Areloch
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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 years ago |
Areloch
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88a94342f8
Merge pull request #2051 from lukaspj/correct-terrain-colors-linear
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8 years ago |
Areloch
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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.
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8 years ago |
Lukas Jørgensen
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0b9aede7a2
Fix for terrain detail color blending post-linearization
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8 years ago |
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 years ago |
Areloch
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edd1e0a270
Removes Direct3D9 functionality.
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8 years ago |
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 years ago |
Areloch
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1ed8b05169
Initial implementation of the new Base Game Template and some starting modules.
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8 years ago |
Azaezel
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598fb758f3
embeds blendtotal into the low bit for the normal|depth buffer for terrains to support multi-pass blending.
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9 years ago |