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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.. | ||
adapt-luminance.eff | ||
ao.eff | ||
atmos-aerial-perspective.eff | ||
atmos-multiple-scattering.eff | ||
atmos-sky-view.eff | ||
atmos-transmittance.eff | ||
bloom-threshold.eff | ||
blur.eff | ||
copy-prev-luminance.eff | ||
envmap-copy.eff | ||
envmap-prefilter.eff | ||
envmap-prefilter1.eff | ||
envmap-prefilter2.eff | ||
envmap-prefilter3.eff | ||
envmap-prefilter4.eff | ||
fxaa.eff | ||
gbuffer-debug-clear.eff | ||
gbuffer-debug-color.eff | ||
gbuffer-debug-matid.eff | ||
gbuffer-debug-normal.eff | ||
gbuffer-debug-orm.eff | ||
horizontal-blur.eff | ||
lighting.eff | ||
luminance.eff | ||
postprocess.eff | ||
smaa-blending-weight-calculation.eff | ||
smaa-edge-detection.eff | ||
smaa-neighborhood-blending.eff | ||
trivial.eff | ||
vertical-blur.eff | ||
visualize-depth.eff | ||
water-lighting.eff |