Olivier Prat
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6b0b17ff63
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Working on better adaptive bias algorithm for shadow
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2018-01-26 17:57:20 +01:00 |
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Olivier Prat
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014e81b2f4
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Added normal based adaptive depth bias
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2017-12-06 17:06:48 +01:00 |
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Olivier Prat
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74b0b52edb
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Working CSM with smooth blend between cascades. Switched to 4 1024 cascades
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2017-11-14 16:57:22 +01:00 |
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Olivier Prat
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ac0e816f8c
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Cascade selection working on shadow but not in Luci debug mode
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2017-11-13 18:42:34 +01:00 |
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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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350f06465d
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Introducing the deferredFRameTransform to DeferredLighting Effect and simplifying the rendering!
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2016-06-16 18:28:08 -07:00 |
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samcake
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e306a24a1b
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INtroducing the unlit mode for fragments
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2016-05-05 17:08:52 -07:00 |
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samcake
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2d573963bb
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Introducing the unlit material
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2016-05-04 18:50:52 -07:00 |
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samcake
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a0d7ce145e
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Adding support for emissive and occlusion maps, on to pr land
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2016-02-24 17:30:29 -08:00 |
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samcake
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39a7852979
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MOving forward with PBR rendering, cleaning up the lighting shaders and the packi/unpack deferredBuffer shaders
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2016-02-19 18:43:07 -08:00 |
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samcake
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584d50b594
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Experimenting with AO on the lightmaped surface
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2016-01-19 17:56:07 -08:00 |
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samcake
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df496b065c
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Merging with master
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2016-01-18 16:40:34 -08:00 |
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Zach Pomerantz
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6434d98365
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Separate directional shaders with(out) shadowmaps
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2016-01-18 11:11:28 -08:00 |
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