Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
which version is faster
|
|
|
|
Not yet used.
|
|
|
|
mapping using wrong mix, causing bright spots
|
|
material sampling. Use slightly different alpha ramp to hide unused materials
|
|
|
|
to be more expensive than triplanar in some cases, and UVs are already trivial
|
|
whitespace
|
|
triplanar that avoids possible case where 1 = 0.9999, which gets rounded down to 0 on int cast
|
|
during zero check, add another zero check
|
|
multiple texture lookups in a switch..case block
|
|
reproducing the bug
|
|
switch..case blocks
|
|
|
|
|
|
blending. General refactor.
|
|
Also decrease threshold to (hopefully) reasonable level
|
|
|
|
|
|
|
|
|
|
maps for triplanar mapping, minor cleanup
|
|
|
|
higher, bump feature table
|
|
|
|
|
|
texture repeats currently broken
|
|
|
|
featuretable.
|
|
out an emissive texture. Also affects base color and ORM
|
|
|
|
doesn't render properly just yet
|
|
shaders, uniforms
|
|
shaders, uniforms
|
|
|
|
copy/paste for now. Use same draw pool
|
|
|
|
editing legacy skies.
|
|
|
|
|
|
and/or texture animation is applied
|
|
|
|
when probe ambiance is zero.
Hack for desaturating legacy materials has been removed for performance and quality reasons.
Adds a new setting for auto adjusting legacy skies. This is the PBR "opt out" button. If disabled, legacy skies will disable tonemapping, automatic probe ambiance, and HDR/exposure. If enabled, legacy skies will behave as if probe ambiance and HDR scale are 1.0, and ambient will be cut in half.
HDR scale will act as a sky brightener, but will automatically adjust dynamic exposure so the sky will be properly exposed. If you want relatively even exposure all the time, set HDR Scale to 1.0. If you want a high range of exposures between indoor/dark areas and outdoor/bright areas, increase HDR Scale.
Also tuned up SSAO (thanks Rye!).
Reviewed with Brad.
|
|
some NaNs.
|
|
|
|
|