Age | Commit message (Collapse) | Author |
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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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Added exponent parameter to tweak light bleeding.
Added depth bias to the shadow test.
Added better blurring using 32 samples.
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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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Actually it's done by the Draw Manager, so other engines can use it.
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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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Based on Kino/Bloom v2 - Bloom filter for Unity
MIT license.
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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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Also remove from pass list (there were some duplicate unused entries).
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- Added New Batch cache routine to get the split mesh for each material. (optimization needed)
- Did some shader modifications to create default_frag and support a somwhat correct fresnel for lamps (to finish)
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- Compute coarse bounding box of split frustum. Can be improved
- Make use of 4 cascade.
- View dependant glitches are fixed.
- Optimized shader code.
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For now it's done each frame and it's rather slow (16ms) but result will be cached soon.
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For now only compute GGX convolution. The GGX LUT used for the split sum approximation (UE4) is merged with the LTX mag LUT that uses the same parameters (theta and roughness)
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This removes MAX_STORAGE, MAX_BUFFERS, MAX_TEXTURES, MAX_PASSES limits.
Actual memory saving isn't so important, it just means we don't need to
manually bump these based on changes to engines.
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Using Texture Arrays to store shadow maps so less texture slots are used when shading. This means a large amount of shadows can be supported.
Support Projection Shadow Map for sun like in old BI/BGE.
Support Cube Shadow Map for Point/Spot/Area lights. the benefit of using it for spot light is that the spot angle does not change shadow resolution (at the cost of more memory used). The implementation of the cubemap sampling is targeted for 3.3 core. We rely on 2D texture arrays to store cubemaps faces and sample the right one manualy. Significant performance improvement can be done using Cubemap Arrays on supported hardware.
Shadows are only hardware filtered. Prefiltered shadows and settings comming next.
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Faster search
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This makes viewport cache construction independant from each others and will allow multithread down the road.
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It also adds nice occluded silouhette information for selected objects that are behind visible objects.
This methods is really heavy because it needs to render the wires twices.
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Basic support for lamps. Only diffuse.
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