Age | Commit message (Collapse) | Author |
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mapping using wrong mix, causing bright spots
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material sampling. Use slightly different alpha ramp to hide unused materials
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to be more expensive than triplanar in some cases, and UVs are already trivial
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whitespace
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triplanar that avoids possible case where 1 = 0.9999, which gets rounded down to 0 on int cast
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during zero check, add another zero check
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multiple texture lookups in a switch..case block
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reproducing the bug
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switch..case blocks
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blending. General refactor.
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Also decrease threshold to (hopefully) reasonable level
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maps for triplanar mapping, minor cleanup
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higher, bump feature table
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texture repeats currently broken
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featuretable.
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out an emissive texture. Also affects base color and ORM
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doesn't render properly just yet
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shaders, uniforms
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shaders, uniforms
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copy/paste for now. Use same draw pool
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longstanding bug with hard line in projector ambiance lighting. Incidental decruft of legacy_adjust and LOCAL_LIGHT_KILL, etc.
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darkening hacks.
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On standard reflection probes this doesn't really do anything.
DRTVWR-583
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enabled by default
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editing legacy skies.
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and/or texture animation is applied
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