38 次代码提交 (ae7e107e-da8f-4729-b6d6-9057bac07f8d)

作者 SHA1 备注 提交日期
uygar 1d081a77 Moved shadow related files into ShaderLibrary and common to reflect their general usage. 8 年前
uygar 1996704d Fixed hardcoded shadow resource path incorrectly handling out of bounds cases. 8 年前
uygar ca95a021 Fixed broken cascade selection with high camera FoVs. 8 年前
uygar 303965c0 Fixed normal bias leading to light leaking with point shadows. 8 年前
uygar 178ae77f Added smooth cascade transitions to cascaded shadowmaps. 8 年前
Julien Ignace f7e74b01 Fixed shader compilation on PS4 8 年前
uygar 876f9979 Added dithering to cascade transitions. There are now two functions to choose from, to either blend between cascades doing two fetches, or dither doing just one fetch. 8 年前
Julien Ignace d4b9dd15 Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting. 7 年前
uygar 6f7557f5 Added new define to control register usage in the shadow library. 7 年前
uygar 9b9762a3 Optimized register usage for cascade dithering. 7 年前
sebastienlagarde 5a6d78c4 Update project from sratch 7 年前
sebastienlagarde cd5fd6d3 merge latest 2017.3 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 0d923468 Pass the light position to the shadow code 7 年前
uygar e374ee47 Shadows are now evaluated using the device projection matrices directly, making inverseZ handling in the shader unneccessary for PCF sampling. 7 年前
uygar c8556633 Changed shadow biasing. Biasing can now use normal and light vector information to avoid artifacts. 7 年前
Evgenii Golubev a3209dd5 Fix INTRINSIC_CUBEMAP_FACE_ID 7 年前
uygar 81cb95dc Merge branch 'master' into shadows-biasing 7 年前
uygar c278421b Added new helper function to calculate a guard angle for spot and point lights that gets added to the given fov so that biasing and filtering cannot access the shadowmap outside the valid range. 7 年前
uygar f5518a7e Limited per face information to matrices and atlas offsets to cut down on register usage. 7 年前
uygar 74b782e2 Added new parameters to control the edge leak fixup. 7 年前
uygar 34eeceb3 Moved slice into a separate float to avoid unnecessary casting in the shader. 7 年前
uygar ae42e524 Split shadow matrix into separate components to selectively load per face data for point lights to improve register usage. 7 年前
uygar 34443229 Separated light and cascade data loading for directional lights. 7 年前
uygar 775d3f32 Optimized cascade selection code to reduce register usage. 7 年前
uygar b3808fd1 Rewrote sample bias computation to reduce register pressure. 7 年前
uygar f35513eb Removed cascade clamping in shader again. Internally there's a hardcoded 10 texel guardband around a cascade which seems to be good enough for now. 7 年前
uygar 75a06b95 Added a combined contact shadows + normal biasing pass. 7 年前
uygar 275279fa Introduced new macros for flow control attributes. 7 年前
uygar 3251dfad Fixed cascade selection when there are less than max cascades. 7 年前
Evgenii Golubev 54ddb928 Improve the quality of the auto-thickness results 7 年前
Evgenii Golubev e8f79895 Remove EvalShadow_SampleClosestDistance_Cascade() 7 年前
Evgenii Golubev 720c8a19 Merge branch 'master' 7 年前
sebastienlagarde e83e0cea Bring back SampleClosestDistance_Cascade 7 年前
uygar f40129d8 Fixed blending of inactive cascades. 7 年前
sebastienlagarde 8d684e8b Fix issue with shadow mask + small optim 7 年前
Tim Cooper fafb59af Run code formatter. 7 年前