1
0
Fork 0
fgdata/Compositor/HDR
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
..
bloom-buffer.xml Initial commit of the HDR pipeline 2021-07-23 07:46:05 +02:00
bloom-copy-pass.xml Initial commit of the HDR pipeline 2021-07-23 07:46:05 +02:00
bloom-horizontal-blur-pass.xml Initial commit of the HDR pipeline 2021-07-23 07:46:05 +02:00
bloom-vertical-blur-pass.xml Initial commit of the HDR pipeline 2021-07-23 07:46:05 +02:00
csm-pass.xml Fix shadows on Mac OS 2021-07-29 15:49:43 +02:00
debug-pass.xml HDR: Add property to show debug views of the GBuffer 2021-08-16 21:51:37 +02:00
env-capture-pass.xml HDR: Add support for glTF transparent objects 2021-08-19 01:42:32 +02:00
env-prefilter-pass.xml Initial commit of the HDR pipeline 2021-07-23 07:46:05 +02:00
hdr.xml HDR: Optimize the G-Buffer and do not separate the occlusion texture 2021-08-27 00:03:43 +02:00
smaa-pass.xml HDR: Add SMAA as the default antialiasing technique 2021-08-23 01:05:41 +02:00