Urho3D/bin/CoreData/Techniques
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
..
PBR Ambient occlusion in PBR techniques (#2660) 2020-07-15 15:32:06 +03:00
BasicVColUnlitAlpha.xml Code convention edits. Removed unused variable. Make debug icons use Basic shader for no fog. Do not render debug icons to camera preview viewport. Fixed Basic shader with VERTEXCOLOR define on D3D11. 2015-08-14 23:09:53 +03:00
Diff.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffAdd.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffAddAlpha.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffAlpha.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffAlphaTranslucent.xml Added TRANSLUCENT option to lighting, which takes absolute value of NdotL (only works in forward lighting.) Add example translucent techniques. Closes #1016. 2015-11-13 17:21:13 +02:00
DiffAO.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffAOAlpha.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffEmissive.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffEmissiveAlpha.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffEnvCube.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffEnvCubeAlpha.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffEnvCubeAO.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffEnvCubeAOAlpha.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffLightMap.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffLightMapAlpha.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffLitParticleAlpha.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffLitParticleAlphaSoft.xml 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
DiffLitParticleAlphaSoftExpand.xml Refactored soft particle handling to not use unique renderpath files. Closes #1670. 2016-10-31 18:25:54 +02:00
DiffMultiply.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffNormal.xml 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
DiffNormalAlpha.xml 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
DiffNormalAlphaTranslucent.xml 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
DiffNormalAO.xml 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
DiffNormalAOAlpha.xml 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
DiffNormalEmissive.xml 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
DiffNormalEmissiveAlpha.xml 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
DiffNormalEnvCube.xml 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
DiffNormalEnvCubeAlpha.xml 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
DiffNormalSpec.xml 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
DiffNormalSpecAlpha.xml 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
DiffNormalSpecAO.xml 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
DiffNormalSpecAOAlpha.xml 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
DiffNormalSpecEmissive.xml 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
DiffNormalSpecEmissiveAlpha.xml 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
DiffOverlay.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffSkybox.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffSkyboxHDRScale.xml Squashed commit of the following: 2016-07-25 00:54:21 +03:00
DiffSkydome.xml Added Skydome Shaders and Technique 2016-01-21 16:52:25 +08:00
DiffSkyplane.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffSpec.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffSpecAlpha.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffUnlit.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffUnlitAlpha.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffUnlitParticleAdd.xml 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
DiffUnlitParticleAddSoft.xml 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
DiffUnlitParticleAddSoftExpand.xml Refactored soft particle handling to not use unique renderpath files. Closes #1670. 2016-10-31 18:25:54 +02:00
DiffUnlitParticleAlpha.xml 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
DiffUnlitParticleAlphaSoft.xml 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
DiffUnlitParticleAlphaSoftExpand.xml Refactored soft particle handling to not use unique renderpath files. Closes #1670. 2016-10-31 18:25:54 +02:00
DiffVCol.xml Added pure diffuse vertexcolor & notexture vertexcolor techniques. 2015-05-08 11:03:44 +03:00
DiffVColAdd.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffVColAddAlpha.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffVColMultiply.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
DiffVColUnlitAlpha.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
NoTexture.xml 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. 2015-04-29 20:09:18 +03:00
NoTextureAdd.xml 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. 2015-04-29 20:09:18 +03:00
NoTextureAddAlpha.xml 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. 2015-04-29 20:09:18 +03:00
NoTextureAlpha.xml 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. 2015-04-29 20:09:18 +03:00
NoTextureAO.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
NoTextureAOAlpha.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
NoTextureEnvCube.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
NoTextureEnvCubeAlpha.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
NoTextureEnvCubeAO.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
NoTextureEnvCubeAOAlpha.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
NoTextureMultiply.xml 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. 2015-04-29 20:09:18 +03:00
NoTextureNormal.xml 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
NoTextureNormalAlpha.xml 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
NoTextureOverlay.xml 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. 2015-04-29 20:09:18 +03:00
NoTextureUnlit.xml 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. 2015-04-29 20:09:18 +03:00
NoTextureUnlitAlpha.xml 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. 2015-04-29 20:09:18 +03:00
NoTextureUnlitVCol.xml 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. 2015-04-29 20:09:18 +03:00
NoTextureVCol.xml Added pure diffuse vertexcolor & notexture vertexcolor techniques. 2015-05-08 11:03:44 +03:00
NoTextureVColAdd.xml 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. 2015-04-29 20:09:18 +03:00
NoTextureVColAddAlpha.xml 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. 2015-04-29 20:09:18 +03:00
NoTextureVColMultiply.xml 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. 2015-04-29 20:09:18 +03:00
TerrainBlend.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
VegetationDiff.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
VegetationDiffUnlit.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00
Water.xml Rename "Bin" subdir to "bin". 2015-01-18 21:31:13 +08:00