Lasse Öörni
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6bfcc28010
Allow a pass to be marked as SM3-only, so that rendering limitations can be defined as data-driven instead of hardcoding in the engine. Moved specular disable for SM2 shadowed pointlight from code to shaders. Mention in the documentation that some materials may be too complex for SM2 and dynamic shadows.
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11 years ago |
Lasse Öörni
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1418fb7e83
Changed the SM2.0 tradeoffs to allow 4-sample shadow mapping and to verify that shaders again work on GPU's without hardware shadow compare (eg. Radeon 9800.) Removed unnecessary shader code & simplified the LitSolid & light volume shaders.
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11 years ago |
Lasse Öörni
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c3425334a3
Switch forward light calculations back to world space instead of tangent space to avoid light attenuation bugs when TBN matrix is not orthogonal. Shader code becomes simpler and more similar between forward and deferred, and number of vertex shader variations is reduced, but disadvantage is a more complex pixel shader which requires disabling expensive features on SM2.0 to avoid exceeding the arithmetic instruction limit. Fix cube mapped point light displaying the cube map upside down. Closes #276.
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11 years ago |
primitivewaste
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d4fb9a9450
Add Zone height fog support, HeightFog shader option and techniques.
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12 years ago |
Lasse Öörni
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7de753e08c
Add material emissive color in LitSolid shader also when not using emissive map. Default material emissive color back to zero.
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12 years ago |
Lasse Öörni
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d113be3bb2
Added ambient occlusion LitSolid permutations. These read the emissive texture and use the second texcoord, like lightmapped permutations. Closes #79.
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12 years ago |
Lasse Öörni
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5046508a9a
Added emissive shader variations to LitSolid shader. Default emissive modulation color to white, similar to environment map color.
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12 years ago |
Lasse Öörni
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ba1eb8ef11
Added lightmapped LitSolid shader variation.
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12 years ago |
Lasse Öörni
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7c61b098bf
Fixed forward lit spotlight shadows on OpenGL.
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13 years ago |
Lasse Öörni
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9db9049e72
Calculate environment map reflection per pixel. Perturb reflection with normal map.
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13 years ago |
Lasse Öörni
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e64d64034e
Added cubic environment mapping shaders, techniques & example materials.
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13 years ago |
Lasse Öörni
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4eb7aca7d4
Disabled specular from too complex SM2 shaders.
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13 years ago |
Lasse Öörni
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196c2158b8
Cleaned up diffuse lighting shader code.
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13 years ago |
Lasse Öörni
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e0a0b184e6
Shadow code cleanup in shaders.
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13 years ago |
Lasse Öörni
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30c21a3789
Added terrain blend shader and terrain example.
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13 years ago |
Lasse Öörni
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89bc2e3a39
Moved GetShadowFade() into GetDirShadow() in the HLSL shaders.
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13 years ago |
Lasse Öörni
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e8d549ef7e
Shader refactoring. Renamed the lit object ubershader as LitSolid; it now handles also deferred rendering.
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13 years ago |