Tim Barnes
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fe01f23efe
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probe shader fix
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2018-11-21 20:00:59 +10:00 |
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Tim Barnes
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b0fff30d33
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lighting single buffer
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2018-11-21 15:53:02 +10:00 |
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Tim Barnes
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f0924c8dcd
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point light WIP & moved lighting position/direction to WS
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2018-11-14 20:58:47 +10:00 |
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Azaezel
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d74055619f
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emissive fix: return the surface.basecolor in place of zeros emissive is at minimum non-shadowed. TODO: consult folks on if they want a multiplier, mask, or mix for further customization there.
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2018-11-12 22:55:52 -06:00 |
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Azaezel
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17d3531206
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add back in brightness and contrast controls, as well as the capacity to shut tonemapping off
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2018-11-12 22:54:00 -06:00 |
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Azaezel
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605a8cb29b
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further wipwork on the pointlight conversion. filled CreateSurfaceToLight out in a theoretically correct manner (spoiler, not actually correct)
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2018-11-06 20:07:09 -06:00 |
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Azaezel
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cf2ed26d6e
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added the additional colorbuffer entry to the probe projection shader so we get output. TODO: leverage the new CreateSurface methodologies to match with the skylight
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2018-11-06 20:03:22 -06:00 |
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Azaezel
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485edb5866
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shift surface calcs to post-attenuation. no point if we're just gonna throw the vals out in the end
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2018-11-02 17:41:30 -05:00 |
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Azaezel
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69a2dae3bb
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account for attenuation
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2018-11-02 16:28:50 -05:00 |
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Azaezel
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30ced89ce3
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pointlight conversion rev1- filled in creatrsurface, used pre-exisitng calcs for nDotL to aproximate the light direction needed by CreateSurfaceToLight(surface, dot( lightVec, normDepth.xyz )); NOTE: compiles, but artifacts badly.
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2018-11-02 16:07:52 -05:00 |
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Azaezel
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e9ddde1532
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spotlight conversion
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2018-11-02 16:04:53 -05:00 |
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Azaezel
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39fa9f90e8
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we're no longer making use of a singular lightbuffer to double up as a baked lighting/ibl channel passed to lights themselves, so save a screens worth of transmission
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2018-11-02 16:04:04 -05:00 |
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Azaezel
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16283228ac
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shifted normDepth to pre-Createsurface so we can throw out any calcs as soon as we determine that the pixel is out of viewrange
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2018-11-02 15:57:37 -05:00 |
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Tim Barnes
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b91126c08c
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WIP shader work - not complete!
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2018-11-02 09:08:45 +10:00 |
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Tim Barnes
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14e3be8855
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oops forgot poor skylight shader
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2018-10-28 20:52:32 +10:00 |
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Tim Barnes
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59a5bf11e1
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reflection probe updates
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2018-10-28 20:42:26 +10:00 |
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Areloch
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b89e189047
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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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Azaezel
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726c748578
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Merge branch 'PBR_Bins_Reordered' of https://github.com/Areloch/Torque3D into PBR_PR
# Conflicts:
# Engine/source/gfx/D3D11/gfxD3D11Device.cpp
# Engine/source/renderInstance/renderDeferredMgr.h
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2018-10-25 14:30:12 -05:00 |
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Areloch
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62a6a6a5f0
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Adjusts the lightbin manager to be a regular bin, and shifts ownership of both lighting targets to the deferred manager. Probes now render ahead of lights to make the additive order jive.
Also reordered the probe targets used so they match lights for consistency.
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2018-10-24 23:43:12 -05:00 |
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Azaezel
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b489dbd713
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reset ligtht outputs to output color*shadowing as oposed to baking shadowing into the alpha chan now that we're ignoring that for lights specifically (though we're still keeping the alpha chan arround for varying-IBL input blending purposes
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2018-10-24 20:55:48 -05:00 |
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Azaezel
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2cd03ab765
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Merge branch 'PBR_PR' of https://github.com/rextimmy/Torque3D into PBR_PR
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2018-10-24 20:48:45 -05:00 |
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Azaezel
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0d9cc4cdac
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work on getting render bin ordering correct
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2018-10-24 18:27:43 -05:00 |
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Tim Barnes
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b182b0cf3b
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clear gbuffer from code and not from a shader
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2018-10-24 18:58:46 +10:00 |
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Azaezel
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861da2ba2d
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take ambient occlusion into account for probe and skylight projections as well, given they are litterally an ambient source
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2018-10-17 21:34:09 -05:00 |
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Azaezel
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4541a9d4a8
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take ao slot in the gbuffer into account by the simple expedient of multiplying the cast-shadow result by the channel
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2018-10-17 21:06:24 -05:00 |
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Azaezel
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30e69fff1d
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matinfo.b is smoothness, and matinfo.a metalness fr the gbuffer.
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2018-10-16 22:20:07 -05:00 |
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Areloch
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d209de9fd9
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Corrected box influence logic for probes to accommodate rotations.
Also uncommented line so probe transform is passed along to the render manager.
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2018-10-16 16:18:22 -05:00 |
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Areloch
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1966d348e4
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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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4efcb567b0
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Getting the GL side up-to-date to match.
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2018-10-06 17:50:15 -05:00 |
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Areloch
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24007432e8
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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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2be32ad737
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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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Areloch
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ef5e3a5271
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Core implementation of Physical Based Rendering.
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2018-09-15 20:19:57 -05:00 |
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Marc Chapman
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c7d9b3386a
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PostFX.hlsl
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2018-02-11 17:12:34 +00:00 |
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Marc Chapman
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6a6981b956
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ShaderModelAutoGen
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2018-02-11 17:12:17 +00:00 |
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Areloch
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e3145d8f5d
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Merge pull request #2031 from rextimmy/intel_gl_fix
Intel GL Fix
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2017-07-05 23:06:13 -05:00 |
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rextimmy
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d0b9eeaa92
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Intel GL Fix
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2017-07-05 14:45:00 +10:00 |
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Areloch
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0801a3cca8
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Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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2017-06-23 11:36:20 -05:00 |
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Areloch
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90e7976496
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Does the prepass->deferred rename for the full template as well to make it play nice while we prep for the swap over to the BaseGame template.
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2017-05-08 18:33:14 -05:00 |
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Areloch
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6f09e8e3e7
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Move the common shader and postFX stuff to core, and moved the debug visualizers to the world editor, where they're actually used.
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2017-02-27 15:29:35 -06:00 |
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Azaezel
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646c62d9f4
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HDR review: remove from reflections, kill depth check, order of operations corrections.
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2016-12-27 10:24:49 -06:00 |
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Azaezel
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0049678c25
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[workaround] pinches parallax steps so the 0-1 range has minimal artifacting
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2016-12-06 23:41:28 -06:00 |
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Areloch
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97ac826e44
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Corrects the specular handling as per Richard's suggestion in #1783
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2016-11-09 00:12:35 -06:00 |
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RexTimmy
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dd64004eaf
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MacOS platform support.
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2016-09-28 11:09:48 +10:00 |
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Anis
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a1983af225
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Merge pull request #1762 from Azaezel/specularOrderOfOperations
lightbuffer (aka brightness and shadow) always comes last as a mul
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2016-09-17 21:30:02 +02:00 |
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Azaezel
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57bd962b33
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linearizes fog color so it falls within the same scale system as ambient and the like
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2016-09-05 22:18:44 -05:00 |
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Azaezel
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b204518344
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lightbuffer (aka birghtness and shadow) always comes last as a multiplier
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2016-09-05 22:12:36 -05:00 |
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Azaezel
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07224ecd97
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vec3 variants for toLinear and toGamma
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2016-08-09 14:05:54 -05:00 |
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Areloch
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679d94d170
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Merge pull request #1663 from Azaezel/rainleak
corrects corruption in precipitation class
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2016-07-06 20:10:43 -05:00 |
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Azaezel
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2723bfbc91
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corrects corruption in precipitation class
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2016-06-23 11:44:17 -05:00 |
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rextimmy
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59f1c331c1
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Linux vix shader fixes
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2016-06-21 17:02:44 +10:00 |
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