Olivier Prat
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361371b2a9
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Added flag to enable / disable ambient fresnel LUT
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2019-04-05 08:58:06 +02:00 |
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Olivier Prat
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b71a8f7902
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Switched to split sum model for ambient (as Unreal)
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2019-04-04 16:10:33 +02:00 |
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Olivier Prat
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e3355cd6a4
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Trying to work uniformly with Image
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2019-04-03 10:26:39 +02:00 |
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Olivier Prat
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1aedfff6f7
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Working convolution
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2019-04-02 15:40:42 +02:00 |
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Olivier Prat
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cef9e454d5
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Working beta pipeline
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2019-03-28 16:44:22 +01:00 |
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Brad Davis
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c8e664a0a1
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New SPIRV Shader toolchain
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2018-10-23 10:40:12 -07:00 |
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Brad Davis
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ae8f841912
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Shader refactoring for explicit bindings
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2018-08-03 14:58:11 -07:00 |
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SamGondelman
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0c069574c5
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forward pipelines for primitives
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2018-04-10 15:56:08 -07:00 |
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Brad Davis
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0550138609
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Merge remote-tracking branch 'upstream/master' into android_dev
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2018-02-23 12:48:10 -08:00 |
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Brad Davis
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aeb29db37d
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Merge remote-tracking branch 'upstream/stable' into android_stable
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2018-02-22 17:35:00 -08:00 |
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samcake
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522c577e73
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FIxing the bad ambient lighting on scattering surfaces
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2018-02-09 14:08:55 -08:00 |
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samcake
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e64c029424
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fixing the scattering bad ambient lighting
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2018-02-09 11:32:29 -08:00 |
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NissimHadar
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d01f9cd1fb
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Fixing git crap.
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2018-02-06 23:51:08 -08:00 |
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Sam Gateau
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351f619555
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Fixing a shader error on android
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2018-01-31 23:35:16 -08:00 |
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Brad Davis
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7565e08657
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Make ambient light header GLES safe
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2018-01-28 14:40:25 -08:00 |
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Sam Gateau
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221475d7d9
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FIxing the dark ambient lighting on scattering surface
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2018-01-27 10:37:32 -08:00 |
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Brad Davis
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a9b2cc3408
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Fixing lighting shader and removing being of light
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2018-01-18 15:25:22 -08:00 |
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Olivier Prat
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2960ad845c
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Fixed weird rendering bug.
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2018-01-10 10:55:45 +01:00 |
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Olivier Prat
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c904302057
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Added back multiplication of specular for point / directional / spot lighting by PI as Naty Hoffman recommends. Limited texture LOD of ambient map by LOD computed for filtering to prevent aliasing
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2018-01-08 15:23:39 +01:00 |
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Olivier Prat
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93ba9ad3b1
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Adjusted roughness aspect on specular reflection of sky box to more closely match Unity's PBR look especially on high roughness values
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2017-12-26 15:43:23 +01:00 |
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Olivier Prat
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a6d5e33eca
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Fixed levels between specular, diffuse, ambient specular, ambiend diffuse and background sky
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2017-12-22 10:39:45 +01:00 |
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Olivier Prat
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cb4d78ce5c
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Fixed bug in specular ambient
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2017-12-21 18:47:18 +01:00 |
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Olivier Prat
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053bd2ba98
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Created SurfaceData structure to centralize computation of frequently used shader temporary values
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2017-12-21 17:41:36 +01:00 |
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Olivier Prat
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e8b88cd3f8
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Specular lighting comming from ambient sphere map is now multiplied by PI to be at the same level as normal light specular
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2017-12-20 11:14:07 +01:00 |
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samcake
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f82310545c
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Revert "Revert "Fixing the rendering bug triggered with Nvidia driver 381.65""
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2017-04-07 02:03:58 -07:00 |
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samcake
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ab3d39951e
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Revert "Fixing the rendering bug triggered with Nvidia driver 381.65"
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2017-04-07 02:03:31 -07:00 |
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Sam Cake
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da1355dc32
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Introducing a fix to the graphics bug
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2017-04-07 01:03:07 -07:00 |
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Sam Cake
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e87bc91d0e
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Fixing the roughness/reflection quantization bug
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2017-03-26 11:48:02 -07:00 |
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samcake
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e05abf2a2f
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Fixing the spherical harmonics gneration
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2017-03-20 16:41:21 -07:00 |
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Sam Cake
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a804bc723f
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Keep pushing and debugging ambient lighting
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2017-03-20 00:32:06 -07:00 |
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Sam Cake
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8584d80bb8
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KEep exploring the ambient lighting
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2017-03-19 17:00:42 -07:00 |
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samcake
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8b8f9d7b1a
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Fix a problem of the ambient lighting diffuse beeing too sstrong, we found a nice balance together with Alan
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2017-03-17 18:26:48 -07:00 |
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samcake
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5f9c713d44
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Merging with upstream after resolving some conflicts
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2016-10-12 09:22:12 -07:00 |
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Gabriel Calero
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834d9c0710
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Adapt shader for GL ES support which requires operators of the same datatype
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2016-10-11 12:15:49 -03:00 |
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sam
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6f2452815c
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pass the visibility of the enitity to the LightPaylkoad correctly, clean up the ambient shader
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2016-10-03 00:08:30 -07:00 |
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samcake
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b09151f2a2
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Rearrange the light struc description in the shader side, needs the c++ to match now
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2016-09-28 18:32:35 -07:00 |
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samcake
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34f2a96888
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Adding the check for Obscurrance
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2016-07-18 18:11:51 -07:00 |
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samcake
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2fbdb22493
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Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
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2016-07-08 18:14:05 -07:00 |
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samcake
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37f7596183
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Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass
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2016-07-08 09:04:10 -07:00 |
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samcake
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66b65391a4
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Cleaning up the lighting equations
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2016-07-05 18:21:49 -07:00 |
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