Zach Pomerantz
af55547766
Copy material schema buffers as new ref
2016-03-25 11:46:24 -07:00
Zach Pomerantz
fc8b34f8c7
Move tex alpha detection to cv method
2016-03-24 09:48:33 -07:00
samcake
1e46b0803c
fixing repported issues during review
2016-03-23 15:59:57 -07:00
samcake
3274df9923
Fixing the missing field for blender translucent map
2016-03-22 16:18:51 -07:00
samcake
3c075532f8
Good to go for merge
2016-03-22 15:14:01 -07:00
samcake
67abdab8b2
Merge branch 'master' of https://github.com/highfidelity/hifi into orange
2016-03-22 10:13:50 -07:00
samcake
695e558851
Trying to clena up the problem?
2016-03-21 16:36:47 -07:00
Zach Pomerantz
2b92756c65
Default bg to SKY_DOME
2016-03-21 15:11:26 -07:00
samcake
ec7165983d
Merge branch 'master' of https://github.com/highfidelity/hifi into orange
2016-03-21 13:30:28 -07:00
samcake
227ddb12a6
Trying to clen up the way the opacity final value comes to the fragment shader
2016-03-21 12:14:59 -07:00
samcake
f7847f6561
Trying to fix names
2016-03-18 17:32:00 -07:00
samcake
225b330d41
Trying to better load aand detect the case for transparent textures oor opacity mask
2016-03-18 12:47:33 -07:00
Zach Pomerantz
a0ba5d3c29
Look at whole tex for alpha mask
2016-03-18 11:00:36 -07:00
Zach Pomerantz
ee1fb698a4
Add texture transparency to material key
2016-03-11 14:27:35 -08:00
Zach Pomerantz
2508b14126
Workaround for scribe not scrubbing #else
2016-03-10 22:53:21 -08:00
Zach Pomerantz
4dad797e20
Only add buffer/tex to skymap if asked for
2016-03-10 22:52:44 -08:00
Zach Pomerantz
4eca43027a
Add texture, color to px skybox
2016-03-10 21:05:36 -08:00
Zach Pomerantz
b627a17ce9
Allow px/color skybox without tex
2016-03-10 12:58:49 -08:00
samcake
89920370db
A bunch of typo fixes after review
2016-03-01 10:53:08 -08:00
samcake
630c61e61d
Reflection is working correctly with the PBR property, ship t
2016-02-29 18:54:43 -08:00
samcake
99ba011996
Post merge with Zach work for environment map
2016-02-26 16:04:50 -08:00
samcake
5401149713
Cleaning the tlist of textures in the NetworkTexture and in FBXMaterial
2016-02-26 12:10:13 -08:00
Zach Pomerantz
712cf911b1
Differentiate global sun and skyStage sun
2016-02-26 11:06:02 -08:00
samcake
d64b9bb6d9
Drafting the support for gloss map
2016-02-26 09:18:40 -08:00
samcake
3ee6f9d6f2
Merge branch 'master' of https://github.com/highfidelity/hifi into orange
2016-02-25 23:48:53 -08:00
Brad Hefta-Gaub
82cbf19bca
Merge pull request #7078 from zzmp/fix/light-intensity
...
Reimplement light attenuation for spot and point lights
2016-02-25 16:08:28 -08:00
samcake
96fb9c4466
cleaning up macos warnings, separating Metallic maps from the default, gamma corrected gray textures
2016-02-25 14:13:35 -08:00
Zach Pomerantz
32ce7c6eab
Rename light surfaceRadius->falloffRadius
2016-02-25 10:02:33 -08:00
samcake
a0d7ce145e
Adding support for emissive and occlusion maps, on to pr land
2016-02-24 17:30:29 -08:00
Zach Pomerantz
95d98e3ed7
Wire up zone ambientURL
2016-02-24 16:07:04 -08:00
samcake
2f5800a4cc
IMproving the shading model and the loading, added the roughness, needt to clean up
2016-02-23 18:31:38 -08:00
samcake
00782b0e76
GOing home, this is in the middle of adding the Roughness texture and potentially cleaning up the different compinations of shaders regarding the material textures
2016-02-22 18:19:36 -08:00
Zach Pomerantz
329202def7
Remove light curve scale/bias from cutoff
...
Light intensity attenuation is still calculated
as a function of distance from the light surface,
but is biased back so that the curve begins at
the light source, not the surface.
Light maximum radius is still user-inputted, but
if the radius is after a MIN_CUTOFF_INTENSITY,
a new cutoff radius will be calculated from the
intensity to avoid extra shader processing.
2016-02-22 13:54:14 -08:00
samcake
39a7852979
MOving forward with PBR rendering, cleaning up the lighting shaders and the packi/unpack deferredBuffer shaders
2016-02-19 18:43:07 -08:00
samcake
903824809c
trying to have better support for the materials
2016-02-18 18:33:32 -08:00
samcake
b88501784c
Making progress toward the PBR material
2016-02-17 18:47:52 -08:00
Zach Pomerantz
7ccb7e1c79
Merge branch 'master' of github.com:highfidelity/hifi into fix/light-intensity
2016-02-17 13:57:42 -08:00
Zach Pomerantz
bab29a0d3e
Compare fragLightVec square to LightCutoffSquareRadius
2016-02-17 12:49:41 -08:00
samcake
2ed7f997e3
A few changes in the material call back
2016-02-17 10:44:15 -08:00
samcake
b03f639e2c
Renaming and rearranging the material fields to support PBR fbx materials
2016-02-16 17:20:23 -08:00
samcake
0ad7bacf02
Changing diffuse to albedo and breaking everything...
2016-02-15 21:50:10 -08:00
samcake
4c82e0b2b1
Removing dead comment
2016-02-15 17:44:40 -08:00
samcake
e149daa49b
Cleaning the Light.slh
2016-02-15 13:27:28 -08:00
samcake
0a6ceb67ad
Fixing a typo
2016-02-15 12:01:28 -08:00
samcake
4559e75f90
Trying to solve the ambient issue
2016-02-12 18:22:01 -08:00
Zach Pomerantz
84f810bdc0
Style nits on Light
2016-02-11 08:28:17 -08:00
Zach Pomerantz
399861087d
Reimplement lighting model
2016-02-10 20:02:44 -08:00
Zach Pomerantz
19e318c3f0
Enforce maximum radius for lights
...
Light attenuation is based on the intensity,
in that intensity is used to calculate a light's surface area.
Lights of sufficiently low intensities generated either
incredibly large or negative surface areas, causing them to
appear much brighter than similar lights of greater intensity.
This enforces an already present maximum.
2016-02-10 15:57:01 -08:00
Brad Davis
7d99f9e72f
PR comments
2016-02-09 10:16:44 -08:00
Brad Davis
839b8d432e
Don't burn CPU cycles calculating an average color we don't use
2016-02-09 09:39:34 -08:00