Simon Walton
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999e5beba1
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Move linear pass down sample shader to deferred compile
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2018-04-19 15:30:16 -07:00 |
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Simon Walton
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b469cdfda2
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More shaders to deferred compile scheme
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2018-04-13 17:52:33 -07:00 |
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Simon Walton
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1ab31d9116
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Defer some shader compilation to a batch job - WIP
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2018-04-13 15:38:48 -07:00 |
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samcake
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63fe579022
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
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samcake
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354cbbc927
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Investigate why the disable depth Bclamp doesn't work
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2016-08-31 19:14:35 -07:00 |
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samcake
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af68a2550e
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Remve dead code
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2016-08-30 14:53:37 -07:00 |
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samcake
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faef8a9930
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Adding the timing for GPU support with a simpelr JobConfig
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2016-08-30 12:22:21 -07:00 |
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samcake
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36d58a2b82
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Finish the integration of the diffusion pass in the SurfaceGeometryPass job, clean up ui
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2016-07-19 10:34:06 -07:00 |
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samcake
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ff132fa712
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Gathering the diffusion passes in the SUrfaceGEometryPAss job
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2016-07-19 02:11:22 -07:00 |
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samcake
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a8dd06ad38
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Better groupint of the diffuseion of the curvature for easier fix for mini mirror
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2016-07-18 19:24:43 -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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80587ca8a3
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using the textureGather lookup
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2016-07-18 12:52:21 -07:00 |
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samcake
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5a0ce81516
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Performing the curvature generation and diffusion at half the resolution
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2016-07-18 03:54:05 -07:00 |
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samcake
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9332f82d54
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Carrefully improving the curvature generation performances
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2016-07-17 17:13:07 -07:00 |
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samcake
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076b8cd297
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Instrumenting the GPU git status
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2016-07-15 17:47:54 -07:00 |
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samcake
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cde17ecaab
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Clenaing the rendering and the framebuffer allocations
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2016-07-12 14:34:54 -07:00 |
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samcake
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ba7590712a
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BRinging the intermediate render textures in the pipeline as varyings and not throug the singletonn anymore
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2016-07-11 18:33:57 -07:00 |
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samcake
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d128af48db
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Fix the curvature issue in stereo by evaluating in the mono clip space, not stereo. INtegrate the scattering in simple ambient without IBL
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2016-06-28 13:47:55 -07:00 |
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samcake
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a619a142ed
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Friday night build, working on getting the LUT generated on the GPU
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2016-06-24 17:48:40 -07:00 |
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samcake
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884b9211c6
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Curvature is looking correct now without artefact, moving on to the lighting
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2016-06-23 17:13:48 -07:00 |
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samcake
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e31a3b4d08
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After trying stop trying to expose a generic [] operator on Varying and Containers
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2016-06-15 15:13:51 -07:00 |
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samcake
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f69c72f984
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Fixing the VaryingPair problem
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2016-06-13 10:44:31 -07:00 |
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samcake
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6a5dff06c4
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Pushing a shitty state where the pairs of Varyings don;t get copied correctly
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2016-06-13 09:46:24 -07:00 |
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samcake
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c325cc50dd
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Adding the depth aware blur
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2016-06-11 18:54:22 -07:00 |
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samcake
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28886f6ec3
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Many improvments
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2016-06-10 17:18:12 -07:00 |
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samcake
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75a5f6bd89
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Intoducing the bluring as a separate Job reusable and the first version of curvature
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2016-06-07 18:13:40 -07:00 |
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samcake
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8d90570f72
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Correcting the Z sign
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2016-06-06 09:29:50 -07:00 |
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samcake
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0ea1e7c6b5
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Adding acleaner way to do all the deferred frame transform manipulation
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2016-06-03 19:29:48 -07:00 |
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