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. |
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.. | ||
bloom-buffer.xml | ||
bloom-copy-pass.xml | ||
bloom-horizontal-blur-pass.xml | ||
bloom-vertical-blur-pass.xml | ||
csm-pass.xml | ||
debug-pass.xml | ||
env-capture-pass.xml | ||
env-prefilter-pass.xml | ||
hdr.xml | ||
smaa-pass.xml |