Commit Graph

150 Commits

Author SHA1 Message Date
TEDERIs
4116acb500
Remove unused gamma variable (#2667)
* Remove unused gamma variable

* Remove unused variables in GLSL
2020-07-23 12:48:39 +03:00
gleblebedev
0c65934c04
Ambient occlusion in PBR techniques (#2660)
* Ambient occlusion in PBR techniques

* AO to modulate IBL

* AO texture coord fix
2020-07-15 15:32:06 +03:00
gleblebedev
c4a8e9b098
Vegetation shader and technique bugfixes (#2659)
* Vegetation shader and technique bugfixes

* GLSL bug fix for vegetation shader

* pivot fixed

* Shaders fixed

* Text formatting
2020-07-14 04:08:32 +03:00
1vanK
c5b9b4131d Fix vegetation VSM shadows for DirectX 2020-07-09 01:04:39 +03:00
Katekov Anton
d103e6ffa7
Fix vegetation shader for vsm shadows (#2658) 2020-07-07 14:02:06 +03:00
gleblebedev
609f7de618
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
2020-07-02 11:19:43 +03:00
talarcon
b9eb567781 Add base pass to pbr emissive technique 2020-03-21 15:14:52 +03:00
Lisandro Bruzzo
3f830d4f20 Update Vegetation.hlsl 2017-09-18 23:35:41 -03:00
Lisandro Bruzzo
a42a299877 Update Vegetation.glsl 2017-09-18 23:34:37 -03:00
Lasse Öörni
de18c72ce7 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. 2017-08-20 21:43:45 +03:00
Lasse Öörni
18d5ce2fed Remove unnecessary VS defines from PBR techniques. 2017-08-16 13:26:45 +03:00
Lasse Öörni
c2c1d06cd2 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. 2017-08-16 11:26:51 +03:00
dragonCASTjosh
5498140d84 Fixed dark artifact in PBR 2017-06-13 16:03:26 +01:00
dragonCASTjosh
eebc9f04c3 Fixed sphere light issue 2017-06-13 06:01:59 +01:00
dragonCASTjosh
b782b86b2d OpenGL PBR fixes 2017-06-13 05:32:46 +01:00
dragonCASTjosh
bf40c8c7c4 Changed the diffuse and fresnel models 2017-06-13 04:03:48 +01:00
dragonCASTjosh
45d619e80c Possible fix for PBR Artifacts 2017-06-12 20:48:33 +01:00
dragonCASTjosh
417ad2966a Small roughness tweek under area lights 2017-06-12 00:07:02 +01:00
dragonCASTjosh
e741c50b11 Improved Area Lighting 2017-06-11 21:37:53 +01:00
dragonCASTjosh
e0cd084c74 Improved Sphere lights 2017-06-11 20:11:31 +01:00
Simon Flores
3173c6199c Update Transform.glsl
let the user define the number of outputs for advanced rendering effects such as subsurface scattering
2017-03-29 23:08:31 -04:00
hdunderscore
25612d6e72 Bugfix for vegetation shader and instancing. 2017-02-23 14:17:44 +11:00
Lasse Öörni
7d06916bc5 Remove semicolon from shader transform (iModelMatrix) macros, as it should instead be part of the statement where the macro is being used. Closes #1829. 2017-02-20 21:14:27 +02:00
Lasse Öörni
314a3af082 Fix artifacts in SDF text effects when supersampling is off. 2017-01-10 11:46:03 +02:00
1vanK
51c6fb5e2d SDF supersampling 2017-01-08 16:56:32 +03:00
Lasse Öörni
8b4ddd5289 Use ALPHAMAP shader define in Text shader to differentiate between alpha texture (TTF) and RGBA (bitmap fonts). Closes #1750. 2017-01-07 19:09:05 +02:00
Lasse Öörni
3e4ca7ae33 Move VSM shadow z/w divide to pixel shader so that e.g. shadowed point lights will work much better. Related to #1716. 2016-12-17 01:27:51 +02:00
Lasse Öörni
d7cf72563c Fix recent shader change for GLES. 2016-11-19 22:28:37 +02:00
Lasse Öörni
ade01f61af Remove isAreaLight variable completely from Light class, as it's unused. Some cleanup / comment changes. Fix PBRDeferred GLSL shader. 2016-11-18 10:03:23 +02:00
Lasse Öörni
b8d55583f7 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
2016-11-18 02:02:05 +02:00
Lasse Öörni
f1cb469a34 Fix getting world-space tangent for billboards. Closes #1678. 2016-11-09 22:57:34 +02:00
Lasse Öörni
d7f0c06644 Fix mistakenly disabled depth test in "shrinking" soft particle techniques. Remove unnecessary abs() function in soft particle shaders when on the "shrinking" path. 2016-11-03 20:45:26 +02:00
Lasse Öörni
352a62536c Initialize depth in Deferred & Prepass renderpaths to allow sampling the depth buffer even if no opaque geometry has been rendered. Documentation edits. 2016-10-31 19:06:13 +02:00
Lasse Öörni
a04bf5629a Refactored soft particle handling to not use unique renderpath files. Closes #1670. 2016-10-31 18:25:54 +02:00
Lasse Öörni
fe65264301 Added "expanding" option for soft particles, which requires hardware depth test off. Improve soft particles documentation on the renderpath page. Closes #1623. 2016-10-28 22:19:37 +03:00
Lasse Öörni
5804347ab2 Reverse saturation fix also for GLSL. 2016-10-28 12:46:32 +03:00
Lasse Öörni
3564686a34 Fix DeferredSP & PrepassSP renderpaths not clearing depth. Fix reverse saturation of faded billboard on D3D11. Fix depth shader compile error on D3D11 when alphamasked. 2016-10-28 12:27:17 +03:00
Lasse Öörni
861a85fb1f 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. 2016-10-28 08:36:50 +03:00
Eugene Kozlov
b47a5cbd6d Fix error in Skybox.hlsl when instancing is forced on. 2016-10-08 10:41:28 +03:00
Lasse Öörni
7658ad39c7 Remove commented out shader code. 2016-09-29 20:49:40 +03:00
Lasse Öörni
08b083b323 Tightening of shadow related function signatures on GLES. Related to #1607. 2016-09-22 16:33:43 +03:00
Lasse Öörni
90efa3b976 Specify high precision for water shader varyings on GLES to fix shaky reflection/refraction texture sampling. Closes #1593. 2016-09-17 00:26:32 +03:00
Lasse Öörni
97eba580b5 Fix implicit conversion in normal offset shadow calculations. Closes #1586. 2016-09-15 16:35:33 +03:00
golden
5f7ef278be fix skydome glsl error 2016-09-11 13:27:47 +08:00
Lasse Öörni
6895a512af 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. 2016-09-09 00:29:19 +03:00
Lasse Öörni
695f75099e Remove specific AlphaMask & NormalPacked techniques, in favor of adding the necessary shader defines in the material instead. 2016-09-06 11:47:42 +03:00
Lasse Öörni
9d5380bc10 Remove extraneous f from GLSL code to satisfy the compiler. 2016-08-29 19:25:49 +03:00
Lasse Öörni
06b0dbba76 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) 2016-07-25 15:28:48 +03:00
dragonCASTjosh
1c5ce961da Revert mip selection method 2016-07-25 02:02:00 +03:00
Lasse Öörni
77cabf9bff Remove "PS" from Roughness & Metallic uniform names. 2016-07-25 01:39:15 +03:00