Commit graph

19 commits

Author SHA1 Message Date
Olivier Prat
89ca7ac415 Fixed compilation errors 2019-04-05 10:22:57 +02:00
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
Sam Gateau
318bf20ede Shadow is working correctly in both pipelines 2018-12-17 00:27:07 -08:00
sam gateau
215818e313 adjusting page size but still seeing a perf drop 2018-09-27 17:18:43 -07:00
Sam Gateau
69734ce21b Getting better' 2018-09-24 22:34:43 -07:00
sam gateau
4fc6466250 update shaders 2018-09-19 17:27:58 -07:00
samcake
179801dab6 FIxing the transparent ambient lighting bug 2018-05-15 17:22:28 -07:00
samcake
63fe579022 simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead' 2017-04-18 17:05:40 -07:00
samcake
ea2f1359bc Expose rendering in wireframe mode 2017-03-15 12:23:44 -07:00
samcake
3c56bd2960 Adding support for disabling texturing from the material 2017-01-30 15:03:04 -08:00
samcake
34f2a96888 Adding the check for Obscurrance 2016-07-18 18:11:51 -07:00
samcake
219b41e813 Fix the mini mirror perf issue and improve the debugDeferredLighting script 2016-07-13 17:37:35 -07:00
samcake
307243da8b cleaning compilation warnings and tuning the FBX material mapping pass 2016-07-13 11:04:53 -07:00
samcake
9f91dd5bfc Cleaning the gpu-test app to work with the new deferred pipeline 2016-07-13 10:19:42 -07:00
samcake
51594fefa2 more clean up 2016-07-12 18:21:31 -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
8f2bf2b423 Integrating the scattering to the local lights 2016-07-06 17:13:16 -07:00
samcake
2a52f1db7f Adding the lighting model class to configure accross the jobs the lighting 2016-07-01 18:36:51 -07:00