TEDERIs
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4116acb500
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Remove unused gamma variable (#2667)
* Remove unused gamma variable
* Remove unused variables in GLSL
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2020-07-23 12:48:39 +03:00 |
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gleblebedev
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0c65934c04
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Ambient occlusion in PBR techniques (#2660)
* Ambient occlusion in PBR techniques
* AO to modulate IBL
* AO texture coord fix
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2020-07-15 15:32:06 +03:00 |
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gleblebedev
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c4a8e9b098
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Vegetation shader and technique bugfixes (#2659)
* Vegetation shader and technique bugfixes
* GLSL bug fix for vegetation shader
* pivot fixed
* Shaders fixed
* Text formatting
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2020-07-14 04:08:32 +03:00 |
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1vanK
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c5b9b4131d
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Fix vegetation VSM shadows for DirectX
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2020-07-09 01:04:39 +03:00 |
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Katekov Anton
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d103e6ffa7
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Fix vegetation shader for vsm shadows (#2658)
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2020-07-07 14:02:06 +03:00 |
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gleblebedev
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609f7de618
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New PBR techniques. New PBR terrain shader. Skybox shader fixed. (#2655)
* New PBR techniques. New PBR terrain shader. Skybox shader fixed.
* Bug fix in original terrain and missing techniques.
* PR cleanup
* Skybox.glsl cleanup
* Terrain added to PBR sample
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2020-07-02 11:19:43 +03:00 |
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talarcon
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b9eb567781
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Add base pass to pbr emissive technique
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2020-03-21 15:14:52 +03:00 |
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Lisandro Bruzzo
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3f830d4f20
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Update Vegetation.hlsl
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2017-09-18 23:35:41 -03:00 |
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Lisandro Bruzzo
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a42a299877
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Update Vegetation.glsl
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2017-09-18 23:34:37 -03:00 |
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Lasse Öörni
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de18c72ce7
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Cleanup unused code from Renderer. Add "persistent" flag to readable depth buffers in the HWDepth deferred renderpaths. This is required to fix a D3D11 bug leading to garbled display with multiple rendertexture views that use readable depth. Closes #2082.
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2017-08-20 21:43:45 +03:00 |
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Lasse Öörni
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18d5ce2fed
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Remove unnecessary VS defines from PBR techniques.
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2017-08-16 13:26:45 +03:00 |
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Lasse Öörni
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c2c1d06cd2
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Remove unused IBL code which requires tangents / bitangents, and do not require tangents for IBL / non-normalmapped. Fix PBR techniques so that VS also refers to NORMALMAP define when necessary, since that is now required to trigger the tangent calculation. Closes #2072.
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2017-08-16 11:26:51 +03:00 |
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dragonCASTjosh
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5498140d84
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Fixed dark artifact in PBR
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2017-06-13 16:03:26 +01:00 |
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dragonCASTjosh
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eebc9f04c3
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Fixed sphere light issue
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2017-06-13 06:01:59 +01:00 |
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dragonCASTjosh
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b782b86b2d
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OpenGL PBR fixes
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2017-06-13 05:32:46 +01:00 |
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dragonCASTjosh
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bf40c8c7c4
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Changed the diffuse and fresnel models
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2017-06-13 04:03:48 +01:00 |
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dragonCASTjosh
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45d619e80c
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Possible fix for PBR Artifacts
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2017-06-12 20:48:33 +01:00 |
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dragonCASTjosh
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417ad2966a
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Small roughness tweek under area lights
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2017-06-12 00:07:02 +01:00 |
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dragonCASTjosh
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e741c50b11
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Improved Area Lighting
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2017-06-11 21:37:53 +01:00 |
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dragonCASTjosh
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e0cd084c74
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Improved Sphere lights
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2017-06-11 20:11:31 +01:00 |
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Simon Flores
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3173c6199c
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Update Transform.glsl
let the user define the number of outputs for advanced rendering effects such as subsurface scattering
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2017-03-29 23:08:31 -04:00 |
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hdunderscore
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25612d6e72
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Bugfix for vegetation shader and instancing.
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2017-02-23 14:17:44 +11:00 |
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Lasse Öörni
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7d06916bc5
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Remove semicolon from shader transform (iModelMatrix) macros, as it should instead be part of the statement where the macro is being used. Closes #1829.
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2017-02-20 21:14:27 +02:00 |
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Lasse Öörni
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314a3af082
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Fix artifacts in SDF text effects when supersampling is off.
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2017-01-10 11:46:03 +02:00 |
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1vanK
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51c6fb5e2d
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SDF supersampling
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2017-01-08 16:56:32 +03:00 |
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Lasse Öörni
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8b4ddd5289
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Use ALPHAMAP shader define in Text shader to differentiate between alpha texture (TTF) and RGBA (bitmap fonts). Closes #1750.
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2017-01-07 19:09:05 +02:00 |
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Lasse Öörni
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3e4ca7ae33
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Move VSM shadow z/w divide to pixel shader so that e.g. shadowed point lights will work much better. Related to #1716.
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2016-12-17 01:27:51 +02:00 |
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Lasse Öörni
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d7cf72563c
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Fix recent shader change for GLES.
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2016-11-19 22:28:37 +02:00 |
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Lasse Öörni
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ade01f61af
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Remove isAreaLight variable completely from Light class, as it's unused. Some cleanup / comment changes. Fix PBRDeferred GLSL shader.
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2016-11-18 10:03:23 +02:00 |
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Lasse Öörni
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b8d55583f7
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Squashed commit of the following:
commit a384431cd1ce230630d6a4522022de919cb55ac9
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Thu Nov 10 00:16:26 2016 +0000
Fixed typing and style errors
commit d4f8ca2eeed2b0196b46bd391e96a511594dc738
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Thu Nov 10 00:14:02 2016 +0000
Removed isAreaLight from attibutes
commit 62d50f3ba94d9c665358dcd7377730d968fde7be
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Mon Nov 7 22:53:45 2016 +0000
Added documentation on area lighting options
commit 53e5844bee5caccc2a37f0dcdac3b8d4a984dd62
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Sat Nov 5 17:15:14 2016 +0000
Fixd spacing
commit 5afa4ec59c1ecd2aa4892d4854e3b954af9cc73f
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Sat Nov 5 06:00:19 2016 +0000
Fixed materials under deferred and light position in the scene
commit 314bc5847a44979b89f46a0272fcf5cd0f04e866
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Sat Nov 5 05:14:27 2016 +0000
Fixed Deferred rendering
commit bde3560de71ab5a33c9cc3a4ee40029567cca5bf
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Sat Nov 5 03:26:54 2016 +0000
Area lighting, improved IBL and improved attenuation for OpenGL
commit 52be0fc67626a9c8901091445be52bdbe99657d1
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Sat Nov 5 01:23:53 2016 +0000
Intergrated Area ligthing with the editor, and improved texture quality
commit 5044bebe3d8799dee687ca676334f4493586d376
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Mon Oct 24 09:25:15 2016 +0100
Tube lighting HLSL
commit f3849a93d1812345b21918a7418d12c8d3e1e3dd
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date: Mon Oct 24 09:01:10 2016 +0100
Improve IBL
commit 210bfaebb40ed977eb46f0f6f91b3b6a49ec25a7
Author: joshua Nuttall <dragoncastjosh@live.com>
Date: Thu Sep 15 12:32:15 2016 +0100
Made sphere lights closer to epics paper
commit c186870e9e79de9572b5302019598ac059af58cf
Author: joshua Nuttall <dragoncastjosh@live.com>
Date: Thu Sep 15 11:57:39 2016 +0100
Added sphere light and beginning of tube lights
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2016-11-18 02:02:05 +02:00 |
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Lasse Öörni
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f1cb469a34
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Fix getting world-space tangent for billboards. Closes #1678.
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2016-11-09 22:57:34 +02:00 |
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Lasse Öörni
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d7f0c06644
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Fix mistakenly disabled depth test in "shrinking" soft particle techniques. Remove unnecessary abs() function in soft particle shaders when on the "shrinking" path.
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2016-11-03 20:45:26 +02:00 |
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Lasse Öörni
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352a62536c
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Initialize depth in Deferred & Prepass renderpaths to allow sampling the depth buffer even if no opaque geometry has been rendered. Documentation edits.
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2016-10-31 19:06:13 +02:00 |
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Lasse Öörni
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a04bf5629a
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Refactored soft particle handling to not use unique renderpath files. Closes #1670.
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2016-10-31 18:25:54 +02:00 |
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Lasse Öörni
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fe65264301
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Added "expanding" option for soft particles, which requires hardware depth test off. Improve soft particles documentation on the renderpath page. Closes #1623.
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2016-10-28 22:19:37 +03:00 |
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Lasse Öörni
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5804347ab2
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Reverse saturation fix also for GLSL.
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2016-10-28 12:46:32 +03:00 |
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Lasse Öörni
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3564686a34
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Fix DeferredSP & PrepassSP renderpaths not clearing depth. Fix reverse saturation of faded billboard on D3D11. Fix depth shader compile error on D3D11 when alphamasked.
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2016-10-28 12:27:17 +03:00 |
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Lasse Öörni
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861a85fb1f
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Separate unlit particle shaders & techniques for optional soft particle support. Soft particles versions of renderpaths. Soft particle shaders adapted from work by 1vanK & MonkeyFirst (https://github.com/1vanK/Urho3DSoftParticles). Fix Shadow shader failing for billboards. Fix ForwardHWDepth renderpath unnecessarily rendering depth in a separate pass. Closes #1623.
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2016-10-28 08:36:50 +03:00 |
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Eugene Kozlov
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b47a5cbd6d
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Fix error in Skybox.hlsl when instancing is forced on.
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2016-10-08 10:41:28 +03:00 |
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Lasse Öörni
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7658ad39c7
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Remove commented out shader code.
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2016-09-29 20:49:40 +03:00 |
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Lasse Öörni
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08b083b323
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Tightening of shadow related function signatures on GLES. Related to #1607.
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2016-09-22 16:33:43 +03:00 |
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Lasse Öörni
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90efa3b976
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Specify high precision for water shader varyings on GLES to fix shaky reflection/refraction texture sampling. Closes #1593.
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2016-09-17 00:26:32 +03:00 |
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Lasse Öörni
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97eba580b5
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Fix implicit conversion in normal offset shadow calculations. Closes #1586.
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2016-09-15 16:35:33 +03:00 |
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golden
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5f7ef278be
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fix skydome glsl error
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2016-09-11 13:27:47 +08:00 |
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Lasse Öörni
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6895a512af
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Pass-level mechanism for eliminating unnecessary shader compilation defines. Closes #1567. Use this mechanism to eliminate PACKEDNORMAL define from depth & shadow pass in normalmapped techniques.
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2016-09-09 00:29:19 +03:00 |
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Lasse Öörni
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695f75099e
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Remove specific AlphaMask & NormalPacked techniques, in favor of adding the necessary shader defines in the material instead.
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2016-09-06 11:47:42 +03:00 |
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Lasse Öörni
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9d5380bc10
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Remove extraneous f from GLSL code to satisfy the compiler.
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2016-08-29 19:25:49 +03:00 |
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Lasse Öörni
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06b0dbba76
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Fix compile errors in PBR shaders on GLES. Fix mismatches in PBR techniques where IBL compile define would be present for pixel shader but not vertex shader (causes shader linking error)
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2016-07-25 15:28:48 +03:00 |
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dragonCASTjosh
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1c5ce961da
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Revert mip selection method
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2016-07-25 02:02:00 +03:00 |
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Lasse Öörni
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77cabf9bff
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Remove "PS" from Roughness & Metallic uniform names.
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2016-07-25 01:39:15 +03:00 |
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