BearishSun
|
ae820eb3c3
Feature: Added a way to specify a feature-set when defining a BSL shader file
|
8 vuotta sitten |
BearishSun
|
01240b3690
Feature: Added standard (non-clustered) forward rendering mode, for hardware that does not support compute
|
8 vuotta sitten |
BearishSun
|
ccb23892e6
Bugfix: Tiled deferred light iteration now uses the correct iteration size, as per @w-flo suggestion
|
8 vuotta sitten |
BearishSun
|
b88991e052
Bugfix: Fixed an issue where out-of-bounds light data was being rendered by tiled deferred lighting shader
|
8 vuotta sitten |
BearishSun
|
e605573591
Refactor: Shader variations are now defined directly in BSL files
|
8 vuotta sitten |
BearishSun
|
8e451ac36f
WIP - Deferred MSAA
|
8 vuotta sitten |
BearishSun
|
4891a95151
Final big bulk of work for shadow mapping (Untested)
|
8 vuotta sitten |
BearishSun
|
912c4e7adb
Merge branch 'master' of https://github.com/bearishsun/bansheeengine into shader-refactor
|
8 vuotta sitten |
BearishSun
|
763441561c
Added PCF hardware filtering shader for cubemap shadows
|
8 vuotta sitten |
BearishSun
|
1523924732
Updated engine shaders to new BSL syntax
|
8 vuotta sitten |
BearishSun
|
adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
|
8 vuotta sitten |
BearishSun
|
d4c19836b5
Initial support for unified shading language across all render APIs
|
8 vuotta sitten |
BearishSun
|
73ef6ed764
Removing GLSL code from many shaders, in preparation for unified shading language support
|
8 vuotta sitten |
BearishSun
|
a4a191ca37
Tiled deferred renderer now handles reflection probes
|
8 vuotta sitten |
BearishSun
|
cbf82c9146
Improvements to the shading language in order to make managing complex shaders easier:
|
8 vuotta sitten |
BearishSun
|
03eb20baee
Renamed shader ReflectionCubemapSampling -> ImageBasedLighting to better reflect its purpose
|
8 vuotta sitten |
BearishSun
|
04ac98a47a
Spherical area light sources functional
|
8 vuotta sitten |
BearishSun
|
de17828399
Using off-peak specular direction for image based specular evaluation
|
8 vuotta sitten |
BearishSun
|
4bd929ade3
Added sky irradiance for indirect lighting
|
8 vuotta sitten |
BearishSun
|
f3b8e543e0
Setting up proper view direction vector for environment reflections
|
8 vuotta sitten |
BearishSun
|
97d803e632
Added code for PBS model
|
8 vuotta sitten |
BearishSun
|
4fe867b5ad
Enhanced gbuffer & shaders with roughness/metalness, added various shader code as preparation for a physically based lighting model
|
8 vuotta sitten |
BearishSun
|
7f2ad317de
Fixing an issue with UAV reads of a particular format not being supported on some hardware
|
8 vuotta sitten |
BearishSun
|
f4dd2fc1b2
MSAA support fully working on DirectX, OpenGL and Vulkan
|
9 vuotta sitten |
BearishSun
|
8531a656fd
Bulk of code for deferred rendering MSAA
|
9 vuotta sitten |
BearishSun
|
9e92fbca04
HLSL code for tile deferred with MSAA support (WIP)
|
9 vuotta sitten |
BearishSun
|
42c00ad036
Work on transparent rendering path - DirectX functional
|
9 vuotta sitten |
BearishSun
|
b2dd0ffa03
Work on transparent rendering path
|
9 vuotta sitten |
BearishSun
|
6edc0af5ff
Vulkan/OpenGL: Tiled deferred renderer functional
|
9 vuotta sitten |
BearishSun
|
821069bd0f
Tiled deferred rendering: Moving all lights to a single buffer to make shader code simpler
|
9 vuotta sitten |