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.
27 lines
753 B
XML
27 lines
753 B
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/HDR/gbuffer-debug-orm</name>
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<technique n="1">
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<pass>
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<program>
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<vertex-shader>Shaders/HDR/trivial.vert</vertex-shader>
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<fragment-shader>Shaders/HDR/gbuffer-debug-orm.frag</fragment-shader>
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</program>
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<uniform>
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<name>gbuffer0_tex</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>gbuffer1_tex</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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<uniform>
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<name>gbuffer2_tex</name>
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<type>sampler-2d</type>
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<value type="int">2</value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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