Commit graph

40 commits

Author SHA1 Message Date
Olivier Prat
361371b2a9 Added flag to enable / disable ambient fresnel LUT 2019-04-05 08:58:06 +02:00
Olivier Prat
b71a8f7902 Switched to split sum model for ambient (as Unreal) 2019-04-04 16:10:33 +02:00
Olivier Prat
e3355cd6a4 Trying to work uniformly with Image 2019-04-03 10:26:39 +02:00
Olivier Prat
1aedfff6f7 Working convolution 2019-04-02 15:40:42 +02:00
Olivier Prat
cef9e454d5 Working beta pipeline 2019-03-28 16:44:22 +01:00
Brad Davis
c8e664a0a1 New SPIRV Shader toolchain 2018-10-23 10:40:12 -07:00
Brad Davis
ae8f841912 Shader refactoring for explicit bindings 2018-08-03 14:58:11 -07:00
SamGondelman
0c069574c5 forward pipelines for primitives 2018-04-10 15:56:08 -07:00
Brad Davis
0550138609 Merge remote-tracking branch 'upstream/master' into android_dev 2018-02-23 12:48:10 -08:00
Brad Davis
aeb29db37d Merge remote-tracking branch 'upstream/stable' into android_stable 2018-02-22 17:35:00 -08:00
samcake
522c577e73 FIxing the bad ambient lighting on scattering surfaces 2018-02-09 14:08:55 -08:00
samcake
e64c029424 fixing the scattering bad ambient lighting 2018-02-09 11:32:29 -08:00
NissimHadar
d01f9cd1fb Fixing git crap. 2018-02-06 23:51:08 -08:00
Sam Gateau
351f619555 Fixing a shader error on android 2018-01-31 23:35:16 -08:00
Brad Davis
7565e08657 Make ambient light header GLES safe 2018-01-28 14:40:25 -08:00
Sam Gateau
221475d7d9 FIxing the dark ambient lighting on scattering surface 2018-01-27 10:37:32 -08:00
Brad Davis
a9b2cc3408 Fixing lighting shader and removing being of light 2018-01-18 15:25:22 -08:00
Olivier Prat
2960ad845c Fixed weird rendering bug. 2018-01-10 10:55:45 +01:00
Olivier Prat
c904302057 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 2018-01-08 15:23:39 +01:00
Olivier Prat
93ba9ad3b1 Adjusted roughness aspect on specular reflection of sky box to more closely match Unity's PBR look especially on high roughness values 2017-12-26 15:43:23 +01:00
Olivier Prat
a6d5e33eca Fixed levels between specular, diffuse, ambient specular, ambiend diffuse and background sky 2017-12-22 10:39:45 +01:00
Olivier Prat
cb4d78ce5c Fixed bug in specular ambient 2017-12-21 18:47:18 +01:00
Olivier Prat
053bd2ba98 Created SurfaceData structure to centralize computation of frequently used shader temporary values 2017-12-21 17:41:36 +01:00
Olivier Prat
e8b88cd3f8 Specular lighting comming from ambient sphere map is now multiplied by PI to be at the same level as normal light specular 2017-12-20 11:14:07 +01:00
samcake
f82310545c Revert "Revert "Fixing the rendering bug triggered with Nvidia driver 381.65"" 2017-04-07 02:03:58 -07:00
samcake
ab3d39951e Revert "Fixing the rendering bug triggered with Nvidia driver 381.65" 2017-04-07 02:03:31 -07:00
Sam Cake
da1355dc32 Introducing a fix to the graphics bug 2017-04-07 01:03:07 -07:00
Sam Cake
e87bc91d0e Fixing the roughness/reflection quantization bug 2017-03-26 11:48:02 -07:00
samcake
e05abf2a2f Fixing the spherical harmonics gneration 2017-03-20 16:41:21 -07:00
Sam Cake
a804bc723f Keep pushing and debugging ambient lighting 2017-03-20 00:32:06 -07:00
Sam Cake
8584d80bb8 KEep exploring the ambient lighting 2017-03-19 17:00:42 -07:00
samcake
8b8f9d7b1a Fix a problem of the ambient lighting diffuse beeing too sstrong, we found a nice balance together with Alan 2017-03-17 18:26:48 -07:00
samcake
5f9c713d44 Merging with upstream after resolving some conflicts 2016-10-12 09:22:12 -07:00
Gabriel Calero
834d9c0710 Adapt shader for GL ES support which requires operators of the same datatype 2016-10-11 12:15:49 -03:00
sam
6f2452815c pass the visibility of the enitity to the LightPaylkoad correctly, clean up the ambient shader 2016-10-03 00:08:30 -07:00
samcake
b09151f2a2 Rearrange the light struc description in the shader side, needs the c++ to match now 2016-09-28 18:32:35 -07:00
samcake
34f2a96888 Adding the check for Obscurrance 2016-07-18 18:11:51 -07:00
samcake
2fbdb22493 Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward 2016-07-08 18:14:05 -07:00
samcake
37f7596183 Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass 2016-07-08 09:04:10 -07:00
samcake
66b65391a4 Cleaning up the lighting equations 2016-07-05 18:21:49 -07:00