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6 commits

Author SHA1 Message Date
Fernando García Liñán
96a6e6c9bf HDR: Implement GTAO (Ground Truth Ambient Occlusion) 2021-09-01 04:26:03 +02:00
Fernando García Liñán
9f39644199 HDR: Optimize the G-Buffer and do not separate the occlusion texture
- The G-Buffer layout has been redesigned to be 96 bits per pixel. There are 24
unused bits that can be used for extra material parameters later (like
clearcoat).
- Add better debug views for the G-Buffer.
- Use octahedron normal encoding. This yields the same results as the previous
method but uses 16 bits less.
- Use rg11fb10f for the environment mapping cubemaps.
- Tweak the shadow mapping parameters and add a colored debug mode.
- Only render shadow maps for objects that inherit from model-default.eff or
model-pbr.eff instead of having a fallback Effect. Now transparent objects
should be ignored (if they are marked as such with model-transparent or
similar).
- Remove the separate occlusion texture. Now the PBR Effect expects a single
texture where R=occlusion, G=roughness and B=metallic.
2021-08-27 00:03:43 +02:00
Fernando García Liñán
f5bc6df9fb HDR: Use a reversed depth buffer to increase precision and avoid Z-fighting 2021-08-17 20:58:48 +02:00
Fernando García Liñán
5c1c28c536 HDR: Improve PBR Effect 2021-07-31 19:13:19 +02:00
Fernando García Liñán
af29642423 HDR: miscellaneous changes
- Add an utility linearizeDepth function to help visualize the depth buffer for debug purposes.
- Use 'color0' instead of 'color' for all color attachments.
- Do not write to the HDR buffer if a fragment doesn't need shading (depth = 1).
2021-07-29 08:45:17 +02:00
Fernando García Liñán
96313e7eb0 Initial commit of the HDR pipeline 2021-07-23 07:46:05 +02:00