Crypto City
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944b917120
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Geometry (and hull/compute) shaders by JSandusky
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2021-12-05 07:51:22 +00:00 |
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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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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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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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Yusuf Umar
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b24bcb8928
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No longer need to passing camera position to direction billboard vertex buffer because Urho3D already has default uniform to do the job.
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2016-07-13 18:54:18 +07:00 |
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Yusuf Umar
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f9e65027e3
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Implementing RibbonTrail
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2016-06-15 21:14:58 +03:00 |
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Lasse Öörni
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7160a0ab7c
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Normal offset shadow support for HLSL. Fix deferred specular calculation on HLSL.
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2016-05-07 20:20:42 +03:00 |
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Lasse Öörni
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9fd22d3323
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Fix instance texture coordinate in HLSL shaders.
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2016-04-05 00:32:17 +03:00 |
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Yusuf Umar
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a8d9308abe
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Moving billboard rotate computation from CPU to GPU. Particle with direction should run faster now.
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2016-01-12 19:50:01 +07:00 |
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Yusuf Umar
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353c459e0d
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Adding direction for particle/billboard. It can create pseudo 3d effect inspired by Unity stretched billboard. Can be used by using face camera option 'Rotate Along Direction'.
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2016-01-12 10:46:23 +07:00 |
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Lasse Öörni
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e1cae7077f
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Ensure matching interpolator order with point lights, critical on D3D11. Closes #1048.
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2015-11-21 12:36:57 +02:00 |
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Lasse Öörni
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aa65cedefd
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Add NOUV define to LitParticle, LitSolid & Unlit HLSL shaders when used as untextured, to prevent vertex layout creation problem on D3D11 when model has no UVs. Remove texcoords from the editor grid as they're no longer necessary. Closes #712.
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2015-04-29 20:09:18 +03:00 |
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Lasse Öörni
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3759570319
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Remove rrr swizzle from lighting shaders to allow the spotlight to be colored. Convert the default spot textures to RGB color to avoid sampling only the R channel on D3D11.
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2015-03-12 21:25:42 +02:00 |
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Lasse Öörni
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e106f1b389
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D3D11 clip plane support. Check that multisample level is supported. Various shader fixes.
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2015-03-08 02:57:08 +02:00 |
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Lasse Öörni
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e919935abd
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Merge back D3D9 & D3D11 shaders using macros. Removed the "custom" constant buffer slot; rather allow to prevent the default material CB from being defined.
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2015-03-02 03:39:21 +02:00 |
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Yao Wei Tjong 姚伟忠
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05a8b79fd2
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Rename "Bin" subdir to "bin".
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2015-01-18 21:31:13 +08:00 |
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