42 次代码提交 (2ef7d649-61a9-4484-a86e-52110fae2a25)

作者 SHA1 备注 提交日期
Evgenii Golubev 18998e01 Implement Beer's law fog 7 年前
Evgenii Golubev adcfcfd6 Implement a very basic ray marcher for homogeneous volumes 7 年前
Evgenii Golubev c4d1ae02 Optimize the volumetric lighting code 7 年前
Evgenii Golubev 7c8fbd71 Improve fog parametrization (+optimize) 7 年前
Evgenii Golubev f24c6a35 Add analytical transmittance integration 7 年前
Sebastien Lagarde 2448888d HDRenderPipeline: Minor improvement + code cleanup 7 年前
sebastienlagarde d1ac36f2 HDRenderPipeline: Fix issue with transmittance being a float and not a float3 7 年前
Evgenii Golubev a46c0009 Merge the old volumetrics code (WIP) 7 年前
Evgenii Golubev c212b126 Clean up the volumetric lighting code 7 年前
Evgenii Golubev 766db928 Clean up 7 年前
Evgenii Golubev 4e43b0ab Add volumetrics to the HDRI sky 7 年前
Evgenii Golubev 43d373d4 TODO: should we divide by ray segment length? 7 年前
Evgenii Golubev d4501639 Clean up 7 年前
Evgenii Golubev fc439d60 Optimize ImportanceSamplePunctualLight() - more work is needed 7 年前
Evgenii Golubev 88791113 Replace FLT_SMALL with FLT_EPSILON 7 年前
Evgenii Golubev 7b797ff7 Merge branch 'master' 7 年前
Evgenii Golubev 87e85612 Refactor math constant defines 7 年前
Evgenii Golubev 8ee2d44f Merge 'master' 7 年前
Evgenii Golubev c16681df Merge branch 'master' 7 年前
Evgenii Golubev 33d14b62 Share the light loop code 7 年前
Evgenii Golubev fc06d6c6 Move V-buffer sampling to AtmosphericScattering.hlsl 7 年前
sebastienlagarde d83489f4 Change ShaderLibrary to use REAL instead of float/half 7 年前
sebastienlagarde ecdf681c ShaderLibrary, change REAL to real 7 年前
Evgenii Golubev 016a51ff Prepare the volumetric reprojection framework 7 年前
Evgenii Golubev 2b8a0127 Reproject voxel lighting only 7 年前
Evgenii Golubev 8df9f3db Add some jittering 7 年前
Evgenii Golubev a013ecb1 Improve the reprojection quality 7 年前
Evgenii Golubev 924b5cb4 Add a hack to reduce flickering due to undersampling 7 年前
Evgenii Golubev 0e919cf3 Add a TODO 7 年前
Evgenii Golubev 4d0996e2 Use HW trilinear filtering for V-Buffer sampling 7 年前
Evgenii Golubev 14a2be10 Implement biquadratic filtering of the volumetric lighting 7 年前
Evgenii Golubev 24634f16 Reduce the reliance on macros for sampling the V-Buffer 7 年前
Evgenii Golubev 389ea636 Move the volumetric lighting preset to ShaderConfig 7 年前
Evgenii Golubev 9ad0328e Update comment 7 年前
Evgenii Golubev abd2e6a8 Factor out VBuffer code 7 年前
Evgenii Golubev c86b3214 Merge branch 'master' 7 年前
Evgenii Golubev decbf974 Clearing a 3D texture doesn't seem to work 7 年前
Evgenii Golubev ffea0999 Add more phase functions 7 年前
Evgenii Golubev c1c33a32 Support asymmetry with reprojection 7 年前
Evgenii Golubev 4f293347 Fix issue with NaNs 7 年前
Evgenii Golubev d1979a90 Update the reference 7 年前
Evgenii Golubev 0be42a4f Use correct terminology: rename "asymmetry" -> "anisotropy" 7 年前