Commit History

Auteur SHA1 Bericht Datum
  Lasse Öörni d7f0c06644 Fix mistakenly disabled depth test in "shrinking" soft particle techniques. Remove unnecessary abs() function in soft particle shaders when on the "shrinking" path. 9 jaren geleden
  Lasse Öörni fe65264301 Added "expanding" option for soft particles, which requires hardware depth test off. Improve soft particles documentation on the renderpath page. Closes #1623. 9 jaren geleden
  Lasse Öörni 3564686a34 Fix DeferredSP & PrepassSP renderpaths not clearing depth. Fix reverse saturation of faded billboard on D3D11. Fix depth shader compile error on D3D11 when alphamasked. 9 jaren geleden
  Lasse Öörni 861a85fb1f Separate unlit particle shaders & techniques for optional soft particle support. Soft particles versions of renderpaths. Soft particle shaders adapted from work by 1vanK & MonkeyFirst (https://github.com/1vanK/Urho3DSoftParticles). Fix Shadow shader failing for billboards. Fix ForwardHWDepth renderpath unnecessarily rendering depth in a separate pass. Closes #1623. 9 jaren geleden
  Yusuf Umar b24bcb8928 No longer need to passing camera position to direction billboard vertex buffer because Urho3D already has default uniform to do the job. 9 jaren geleden
  Yusuf Umar f9e65027e3 Implementing RibbonTrail 9 jaren geleden
  Lasse Öörni 7160a0ab7c Normal offset shadow support for HLSL. Fix deferred specular calculation on HLSL. 9 jaren geleden
  Lasse Öörni 9fd22d3323 Fix instance texture coordinate in HLSL shaders. 9 jaren geleden
  Yusuf Umar a8d9308abe Moving billboard rotate computation from CPU to GPU. Particle with direction should run faster now. 10 jaren geleden
  Yusuf Umar 353c459e0d Adding direction for particle/billboard. It can create pseudo 3d effect inspired by Unity stretched billboard. Can be used by using face camera option 'Rotate Along Direction'. 10 jaren geleden
  Lasse Öörni e1cae7077f Ensure matching interpolator order with point lights, critical on D3D11. Closes #1048. 10 jaren geleden
  Lasse Öörni aa65cedefd Add NOUV define to LitParticle, LitSolid & Unlit HLSL shaders when used as untextured, to prevent vertex layout creation problem on D3D11 when model has no UVs. Remove texcoords from the editor grid as they're no longer necessary. Closes #712. 10 jaren geleden
  Lasse Öörni 3759570319 Remove rrr swizzle from lighting shaders to allow the spotlight to be colored. Convert the default spot textures to RGB color to avoid sampling only the R channel on D3D11. 10 jaren geleden
  Lasse Öörni e106f1b389 D3D11 clip plane support. Check that multisample level is supported. Various shader fixes. 10 jaren geleden
  Lasse Öörni e919935abd Merge back D3D9 & D3D11 shaders using macros. Removed the "custom" constant buffer slot; rather allow to prevent the default material CB from being defined. 10 jaren geleden
  Yao Wei Tjong 姚伟忠 05a8b79fd2 Rename "Bin" subdir to "bin". 11 jaren geleden