Age | Commit message (Collapse) | Author |
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New implementation of hair for Eevee.
Note: A hard coded "transmission" property is being used. This should
eventually be exposed to the UI, possibly in the form of SSS
properties.
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Probe is a real general term, the new name is used often in docs online.
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Using a GHash to store the shgroup of every Material. This way we do not duplicates the DRWShadingGroups allocations on every object.
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Separate material handling inside another file.
Make use of enums to identify shader variations.
Group all 64*64 LUTs into one array texture.
Only update world probe if world changes.
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Shadow maps are now only updated if one shadow casting object inside it's shadow bounds has been updated.
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This remove the duplication of data for each viewport improving memory usage.
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This enables us to use 2D texture arrays for multiple probes.
There is a little artifact with very high roughness caused elongated pixel due to the projection (along every 90° meridian).
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We render linear distance to the light in a R32 texture and store it into an octahedron projection inside a 2D texture array.
This render the sampling function much more simpler and without edge artifacts.
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Needed for sculpt mode drawing w/ engines, see: T51497
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Use old BI material prop and use a metallic approach.
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Also only use sculpt-mode drawing with the active object.
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-Use 11_11_10 buffers for hdr content.
-Eevee compositing share 1 buffer if bloom and DOF are both activated.
-Fix slowdown when resizing EEVEE viewport.
-Removed DRW_BUF_*** enums causing confusion.
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With only one MADD instruction we recover the orco data and reduce both the storage and the fetching cost of an attrib layer.
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Only mask are handled by sculpt mode engine and are multiplied on top of the render.
There is room for improvement:
- Shaded meshes don't have correct tangents or uvs.
- Masks are in range 0.8 - 0.2 thus always darkening at least 20% the render.
- It only uses the first material slot of the mesh.
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-Display almost all parameters.
-Made some small adjustment to motion blur to support FOV motion blur.
-Made DOF max radius a parameter.
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Fix issue with manipulator contributing to depth.
Fix blender internal shader.
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This add a new set of (possible) render settings that can be defined at
the scene level and overridable at the scene layer level.
Once we get workspaces we can either add workspace inbetween scene and
scene layer evaluation. Or to replace layer settings, to avoid extra
confusion to users.
An example of this setting is "samples", as implemented now for the clay
engine.
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Also fixes some remaining errors caused by some matrices not updated.
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Disabled by default. Set ENABLE_EFFECT_MOTION_BLUR to 1 to enable.
No fancy motion blur. Use depth and camera matrix to get the motion vectors. Then blur in this direction.
Only available in camera view.
Only Camera animation is supported, does not take into account the parents motion
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Include Metallic and Specular workflow.
Clearcoat and are not implemented yet.
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We can now use object and other modes on top of Cycles.
Since we are now always on "render_to_view" (old Rendered mode), the
pause button is always visible.
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- Unify GPUMaterial creation (world/mesh).
- Support for multiple shader variations (not used for now).
- Convert GPUInputs to DRWUniforms to be used with the draw manager.
- Nodetree Update is not supported. The only way to refresh the shaders is to change render engine.
- Cleanup in GPUPass.
- Add new temporary Node Compatibility type. Compatibility types should be removed in the future.
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Also remove from pass list (there were some duplicate unused entries).
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eevee was crashing on curve grometry, draw without material for now.
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- use DRW_engine prefix for engine types.
- use engine suffix for files that define a draw engine.
- remove engines from include path (they're only referenced once)
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