9f39644199
- 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.
8 lines
201 B
XML
8 lines
201 B
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<!-- Classic -->
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<scheme>
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<name>classic-shadow</name>
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<fallback>Effects/Fallback/classic-shadow</fallback>
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</scheme>
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</PropertyList>
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