Age | Commit message (Collapse) | Author |
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which version is faster
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Not yet used.
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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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editing legacy skies.
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Also tweak our vignette to help (further) skip samples we don't need, and for further look and feel adjustments.
SL-19784
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SL-19784
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SL-19784
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