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2017-06-19Eevee: Add special shader for depth prespass.Clément Foucault
This way we can extend it to output more data (like motion vectors). Add a variation that uses clip distances.
2017-06-15Fix T51463: Eevee motion blur not working (with AMD)Dalai Felinto
GLSL needs FragColor to be initialized. The default vec4 value seems to be implementation dependent. Or it's a bug on Mesa/AMD.
2017-06-15Eevee: Probes: Add data display for cubemaps.Clément Foucault
2017-06-15Eevee: Group octahedron map functions into one file.Clément Foucault
2017-06-15Eevee: Probes: Change falloff of irradiance grid.Clément Foucault
2017-06-15Eevee: Irradiance grid: support for non-blocking update and multiple bounces.Clément Foucault
2017-06-15Eevee: Add Grid debug display.Clément Foucault
2017-06-15Eevee: Fix probe diffuse computation.Clément Foucault
2017-06-15Eevee: Split irradiance functions to their own new file.Clément Foucault
2017-06-15Eevee: Add Irradiance Grid supportClément Foucault
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.
2017-06-14Implement hair in eeveeLuca Rood
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.
2017-06-12Rename probe to light-probeCampbell Barton
Probe is a real general term, the new name is used often in docs online.
2017-06-10Eevee: Probe: fix roughness bug and optimize probe evaluation.Clément Foucault
2017-06-09Eevee: Add parallax correction to probe reflectionsClément Foucault
2017-06-09Eevee: First commit of Probe support.Clément Foucault
2017-06-09Eevee: Fix normal orientation on default shader.Clément Foucault
2017-06-06Eevee: Fix shader compilation issue.Clément Foucault
2017-06-04Eevee: Move Spherical Harmonics to a new Probe UBO.Clément Foucault
Keep data packing tight to prevent use of padding floats
2017-06-04Eevee: Material code refactor.Clément Foucault
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.
2017-06-03Eevee: fix bad eye vector and get rid of two uniformClément Foucault
2017-06-03Eevee: Polishing of Exponential Shadow mappingClément Foucault
Added exponent parameter to tweak light bleeding. Added depth bias to the shadow test. Added better blurring using 32 samples.
2017-05-30Eevee: Fix ggx sun light.Clément Foucault
2017-05-29Eevee: Replace Cubemaps by octahedron maps for env. probes.Clément Foucault
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).
2017-05-29Eevee: Remove non-ltc area light code + optimisation.Clément Foucault
Reduce size ShadingData struct leads to some improvement even with more computation.
2017-05-20Eevee: Initial implementation of exponential shadowmapsClément Foucault
Also fixes the rendering of depth.
2017-05-20Eevee: Move cube shadows to octahedron shadowmaps.Clément Foucault
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.
2017-05-20Eevee: optimize vertex shader for probe and shadows.Clément Foucault
2017-05-18Eevee: Fix fresnel factor to match Unreal Engine specular input.Clément Foucault
2017-05-18DwM: Support flat-shaded w/ clay & eevee enginesCampbell Barton
Needed for sculpt mode drawing w/ engines, see: T51497
2017-05-18Eevee: Some changes to default shader.Clément Foucault
Use old BI material prop and use a metallic approach.
2017-05-15Eevee: fix some glsl for low quality lamps.Clément Foucault
2017-05-15Mesh Batch Cache: get rid of the ORCO VBO data, and reconstruct it in shader.Clément Foucault
With only one MADD instruction we recover the orco data and reduce both the storage and the fetching cost of an attrib layer.
2017-05-12Eevee: Add Rotation and ratio parameters to DoF.Clément Foucault
2017-05-11Eevee: Small Dof upsampling blur.Clément Foucault
This soften the low res buffer so that jaggies are less perceptible. Also soften the nearplane transition.
2017-05-11Eevee: Add tonemapping using ocio.Clément Foucault
Actually it's done by the Draw Manager, so other engines can use it.
2017-05-11Merge branch 'master' into blender2.8Campbell Barton
2017-05-11Eevee: Fix motion blur.Clément Foucault
2017-05-10Eevee: Post process parameters.Clément Foucault
-Display almost all parameters. -Made some small adjustment to motion blur to support FOV motion blur. -Made DOF max radius a parameter.
2017-05-10Eevee: Fix some issuesClément Foucault
Fix issue with manipulator contributing to depth. Fix blender internal shader.
2017-05-10Eevee: Initial Depth Of Field commit.Clément Foucault
2017-05-07Eevee: Add Bloom post process.Clément Foucault
Based on Kino/Bloom v2 - Bloom filter for Unity MIT license.
2017-05-05Eevee: Fix compilation issue on certain driver.Clément Foucault
2017-05-04Eevee: Draw background shader.Clément Foucault
Also fixes some remaining errors caused by some matrices not updated.
2017-05-04Eevee: Simple Camera Motion Blur.Clément Foucault
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
2017-05-03Eevee: Fix Lamp Roughness.Clément Foucault
2017-05-03Eevee: Add "uber" Shader Output Nodes.Clément Foucault
Include Metallic and Specular workflow. Clearcoat and are not implemented yet.
2017-05-01Eevee: Add support for legacy materials node. (not PBR)Clément Foucault
2017-05-01Eevee: World nodetree gpumaterial compatibility.Clément Foucault
- 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.
2017-04-26Eevee: World default shader.Clément Foucault
- Use uniform color world for the world probe. - Refactored the Fresnel expression to be better with Area Lights. - Squared the roughness for default materials.
2017-04-25Eevee: Make default shaders works.Clément Foucault
- 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)