Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-08-09 | SL-17763: PBR: Add BRDF to spot light | Ptolemy | |
2022-08-09 | SL-17763: PBR: Add debug spot light vectors | Ptolemy | |
2022-08-02 | SL-17762: PBR: Add support for spot lights | Ptolemy | |
2022-08-02 | SL-17762: PBR: Add defines for spot light debugging | Ptolemy | |
2022-08-02 | SL-17762: Cleanup dist_atten | Ptolemy | |
2022-08-02 | SL-17762: Cleanup: Move texture2DLodSpecular() to deferredUtil, remove ↵ | Ptolemy | |
redundant first arg | |||
2022-08-02 | SL-17762L PBR: Move texture2DLodDiffuse() to defferredUtil | Ptolemy | |
2022-08-02 | SL-17762: Cleanup: Document channels in projectionMap | Ptolemy | |
2022-08-02 | SL-17762: PBR: Cleanup code, add clipProjectedLightVars() | Ptolemy | |
2022-08-02 | SL-17762: PBR: Add debug flag to turn off regular output and color code ↵ | Ptolemy | |
point lights and spot lights | |||
2022-07-15 | SL-17702: PBR: Cleanup light shaders to use calcHalfVectors, remove da ↵ | Ptolemy | |
alias, and unused sa | |||
2022-07-14 | SL-17765: PBR: Add emissiveRect to class3 light shaders | Ptolemy | |
2022-07-14 | SL-17764: PBR: Add light shaders to class 3 deferred | Ptolemy | |
2022-05-24 | SL-17472 Add checkbox to preferences for enabling "PBR" that uses "class3" ↵ | Dave Parks | |
deferred shaders. Move reflection probe shaders to class3 and restore class2 shaders to non-reflection probe versions. | |||
2020-03-05 | WIP - Windlight sun lighting should happen in sRGB space, not linear space. ↵ | Runitai Linden | |
This keeps ambient from getting overblown and better matches environment lighting with ALM on/off. | |||
2019-05-02 | Roll back sRGB decode changes from contrib for now. | Graham Linden | |
Fix direct light matching across alpha/blended-material/deferred. Get diffuse lighting to match from Low to Ultra. | |||
2019-03-28 | SL-10829, SL-10830 | Graham Linden | |
Replace old spot prio calc. Replace fudge factors on light radius and falloff for deferred lights. | |||
2019-03-27 | Fix projector falloff and attenuation handling. | Graham Linden | |
2019-03-20 | SL-10449 | Graham Linden | |
Fix name of attenuation setter used. Fix flipped light vec. Make class3 lights use shadows on projector ambiance too. | |||
2019-01-30 | SL-10415, SL-10434 | Graham Linden | |
Further tweaking of directional shadow sampling to balance between peter-panning and shadow acne. Move stars to just this side of the sky some to reduce parallax. Remove decodeNormF and uses of decode_normal in favor of unified use of getNorm (try to help the Intel HD x000 compiler learn to link correctly). | |||
2018-11-09 | Yes, Maurice, baby steps. | Graham Linden | |
2018-11-09 | Back out changes causing broken shadows and other render shenanigans. | Graham Linden | |
2018-11-06 | Move to using a shared deferredUtil object for getting pos/norm from gbuffer. | Graham Linden | |
Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code. Make pipeline use getShadowTarget/releaseShadowTarget consistently. | |||
2018-09-10 | Add copies of existing lighting shaders for advanced atmo path. | Graham Linden | |
Enable advanced atmo by default. Disable nSight in settings.xml Remove MSVC debug pragmas. |