Torque3D/Engine/source/postFx
AzaezelX d23ee397e6 adds wetness
cliffsnotes:
   $Core::WetnessTexture = "core/rendering/images/wetMap.png"; //for the influence degree map
probes/skylight have a new canDamp boolean, set to off for probes, on for skylight by default.
:levelinfo has a dampness multiplier (0-1)
kicked up numTextures from 8 to 16 for shaderdata and postfx since that hit the 8 texture-in prior limit, and we've already adopted apis that can handle the higher count
2022-11-21 21:12:23 -06:00
..
postEffect.cpp adds wetness 2022-11-21 21:12:23 -06:00
postEffect.h adds wetness 2022-11-21 21:12:23 -06:00
postEffectCommon.h Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
postEffectManager.cpp use srgb sapce for backbuffer 2021-09-22 18:27:42 -05:00
postEffectManager.h Change Asset Browser logic to utilize folder heirarchy instead of strict Asset Type filtration 2019-10-20 02:47:15 -05:00
postEffectVis.cpp More updating of editor icons to assets 2021-08-07 19:27:01 -05:00
postEffectVis.h Eliminate ConsoleStaticMethod 2018-04-20 20:27:09 +02:00