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PBR
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Ambient occlusion in PBR techniques (#2660)
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2020-07-15 15:32:06 +03:00 |
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BasicVColUnlitAlpha.xml
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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.
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2015-08-14 23:09:53 +03:00 |
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Diff.xml
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DiffAdd.xml
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DiffAddAlpha.xml
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DiffAlpha.xml
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DiffAlphaTranslucent.xml
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Added TRANSLUCENT option to lighting, which takes absolute value of NdotL (only works in forward lighting.) Add example translucent techniques. Closes #1016.
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2015-11-13 17:21:13 +02:00 |
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DiffAO.xml
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DiffAOAlpha.xml
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DiffEmissive.xml
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DiffEmissiveAlpha.xml
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DiffEnvCube.xml
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DiffEnvCubeAlpha.xml
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DiffEnvCubeAO.xml
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DiffEnvCubeAOAlpha.xml
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DiffLightMap.xml
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DiffLightMapAlpha.xml
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DiffLitParticleAlpha.xml
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DiffLitParticleAlphaSoft.xml
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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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DiffLitParticleAlphaSoftExpand.xml
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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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DiffMultiply.xml
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DiffNormal.xml
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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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DiffNormalAlpha.xml
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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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DiffNormalAlphaTranslucent.xml
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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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DiffNormalAO.xml
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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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DiffNormalAOAlpha.xml
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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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DiffNormalEmissive.xml
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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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DiffNormalEmissiveAlpha.xml
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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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DiffNormalEnvCube.xml
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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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DiffNormalEnvCubeAlpha.xml
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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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DiffNormalSpec.xml
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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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DiffNormalSpecAlpha.xml
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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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DiffNormalSpecAO.xml
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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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DiffNormalSpecAOAlpha.xml
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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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DiffNormalSpecEmissive.xml
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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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DiffNormalSpecEmissiveAlpha.xml
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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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DiffOverlay.xml
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DiffSkybox.xml
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DiffSkyboxHDRScale.xml
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Squashed commit of the following:
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2016-07-25 00:54:21 +03:00 |
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DiffSkydome.xml
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Added Skydome Shaders and Technique
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2016-01-21 16:52:25 +08:00 |
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DiffSkyplane.xml
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DiffSpec.xml
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DiffSpecAlpha.xml
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DiffUnlit.xml
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DiffUnlitAlpha.xml
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DiffUnlitParticleAdd.xml
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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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DiffUnlitParticleAddSoft.xml
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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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DiffUnlitParticleAddSoftExpand.xml
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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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DiffUnlitParticleAlpha.xml
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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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DiffUnlitParticleAlphaSoft.xml
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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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DiffUnlitParticleAlphaSoftExpand.xml
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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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DiffVCol.xml
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Added pure diffuse vertexcolor & notexture vertexcolor techniques.
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2015-05-08 11:03:44 +03:00 |
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DiffVColAdd.xml
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DiffVColAddAlpha.xml
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DiffVColMultiply.xml
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DiffVColUnlitAlpha.xml
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NoTexture.xml
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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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NoTextureAdd.xml
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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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NoTextureAddAlpha.xml
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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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NoTextureAlpha.xml
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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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NoTextureAO.xml
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NoTextureAOAlpha.xml
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NoTextureEnvCube.xml
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NoTextureEnvCubeAlpha.xml
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NoTextureEnvCubeAO.xml
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NoTextureEnvCubeAOAlpha.xml
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NoTextureMultiply.xml
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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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NoTextureNormal.xml
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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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NoTextureNormalAlpha.xml
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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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NoTextureOverlay.xml
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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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NoTextureUnlit.xml
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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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NoTextureUnlitAlpha.xml
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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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NoTextureUnlitVCol.xml
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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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NoTextureVCol.xml
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Added pure diffuse vertexcolor & notexture vertexcolor techniques.
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2015-05-08 11:03:44 +03:00 |
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NoTextureVColAdd.xml
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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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NoTextureVColAddAlpha.xml
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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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NoTextureVColMultiply.xml
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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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TerrainBlend.xml
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VegetationDiff.xml
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VegetationDiffUnlit.xml
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Water.xml
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