Age | Commit message (Collapse) | Author |
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Still pretty barebone: No roughness support, No normal distortion support.
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This way we can extend it to output more data (like motion vectors).
Add a variation that uses clip distances.
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This prevents weird reflections and really strong indirect lighting.
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Early implementation. Slow and still has quality
3 ways of storing irradiance:
- Spherical Harmonics: Have problem with directionnal lighting.
- HL2 diffuse cube: Very low resolution but smooth transitions.
- Diffuse cube: High storage requirement.
Also include some name change.
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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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Keep data packing tight to prevent use of padding floats
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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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