Areloch
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2abdef7459
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Collapse the ProbeManager into RenderProbeMgr to simplify the probe management/rendering behavior(as the game sim doesn't require simple access to probe data, unlike lights)
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2019-01-26 02:05:18 -06:00 |
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Areloch
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835513b861
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Deleting a probe in the editor now automatically does a cleanup of it's baked cubemap files
Also added it to do the prefilter/irrad processing on any StaticCubemap selected.
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2018-12-10 00:46:28 -06:00 |
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Areloch
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1fc38d496f
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Added deletion tracking so when we delete a probe, it'll delete the prefilter/irrad bakes if they exist.
WIP of static cubemap bake(not working).
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2018-12-07 00:30:08 -06:00 |
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Tim Barnes
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9e65e940d0
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lighting single buffer
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2018-11-21 15:53:02 +10:00 |
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Areloch
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c4a4fe5304
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Implemented registration of probes to avoid rendering all probes when unneeded.
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2018-11-19 01:18:09 -06:00 |
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Areloch
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43c1abbc96
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Added propagated multibake mode.
Temporarily disabled Precapture post effect.
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2018-10-27 02:21:46 -05:00 |
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Areloch
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78b2bcde0c
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Added the temporary 'use HDR cubemaps' override to use the in-memory full HDR range prefilter and irradiance cubemaps instead of the saved LDR ones.
Also fixed the target order with the skylight shader so it renders to the right targets.
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2018-10-26 01:19:14 -05:00 |
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Areloch
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57f8549abe
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Shifted to the static-list arrangement for probe instance tracking to help performance as well as drastically streamline the data submission/material instance flow for probe rendering.
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2018-10-07 17:32:23 -05:00 |
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Areloch
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f31445751f
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Updates and fixes to probe and lighting logic.
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2018-09-17 01:52:18 -05:00 |
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Areloch
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b19a4b22c8
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Implementation of reflection and skylight probes.
Moves lighting math to the diffuse/specular two-channel logic.
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2018-09-16 22:15:07 -05:00 |
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