Added Forward Material debug viz for HLSL(so far) and integrated it back into editor flagging.

Re-added logic to track existing probe shader consts instead of constantly recreating it
Added logic for pre multiplied translucency mode
This commit is contained in:
Areloch 2019-11-21 00:48:55 -06:00
parent c74b669f5e
commit 72ceede272
16 changed files with 424 additions and 30 deletions

View file

@ -29,6 +29,7 @@
#include "shaderGen/HLSL/bumpHLSL.h"
#include "shaderGen/HLSL/pixSpecularHLSL.h"
#include "shaderGen/HLSL/depthHLSL.h"
#include "shaderGen/HLSL/debugVizFeatureHLSL.h"
#include "shaderGen/HLSL/paraboloidHLSL.h"
#include "materials/materialFeatureTypes.h"
#include "core/module.h"
@ -89,6 +90,8 @@ void _initShaderGenHLSL( ShaderGen *shaderGen )
FEATUREMGR->registerFeature( MFT_HDROut, new HDROutHLSL );
FEATUREMGR->registerFeature( MFT_DebugViz, new DebugVizHLSL);
FEATUREMGR->registerFeature( MFT_ParaboloidVertTransform, new ParaboloidVertTransformHLSL );
FEATUREMGR->registerFeature( MFT_IsSinglePassParaboloid, new NamedFeatureHLSL( "Single Pass Paraboloid" ) );
FEATUREMGR->registerFeature( MFT_UseInstancing, new NamedFeatureHLSL( "Hardware Instancing" ) );