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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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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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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Xavier Maupeu
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dbcfc9721e
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merge VSM shadow
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2015-12-17 23:04:48 +01:00 |
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Xavier Maupeu
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33a278449b
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VSM works with point light and spot light in direct3d9
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2015-12-16 22:53:18 +01:00 |
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Lasse Öörni
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95f3cecc30
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Add the NOUV mechanism for Depth & Shadow HLSL shaders. Document the significance of providing all vertex attributes expected by shader on D3D11. Tabs to spaces in Reference.dox.
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2015-12-15 11:01:10 +02:00 |
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Xavier Maupeu
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e636d44df9
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vsm implementaion for hlsl shaders
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2015-12-05 15:45:07 +01:00 |
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Lasse Öörni
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8b49a21587
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Fix shadow alpha mask shader.
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2015-03-05 00:42:19 +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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