25 次代码提交 (e21db91a-6f32-46a6-b5c7-8b49eda03833)

作者 SHA1 备注 提交日期
uygar 2f7e24ac Initial commit for the new shadow system. 8 年前
uygar 94d9ef0a Added support for choosing shadow algorithms. Each algorithm can have up to 8 variants. 8 年前
Julien Ignace 17a9cbd9 Added a lighting debug mode to visualize Cascaded shadow splits. 8 年前
uygar cefe8b15 Merge branch 'master' into shadows 8 年前
uygar 13bfd3f7 Changed texelSizeRcp passed into shaders from a float2 to a float4. The first xy coordinates are the actual texel size of the texture, whereas zw are the texelsizes relative to the viewport. 8 年前
uygar 1d081a77 Moved shadow related files into ShaderLibrary and common to reflect their general usage. 8 年前
Tim Cooper c30d33b8 [Format]Reformat via format.pl to match the new conventions 8 年前
uygar 8db09493 Merge branch 'master' into shadows 8 年前
FlorentGuinier 980b67d3 [gfx-shadows] First step toward adding tents pcf filters 8 年前
sebastienlagarde 68b2246c HDrenderPipeline: Generate hlsl debug functions 8 年前
uygar c0b6dcd6 Removed the old shadow system. 8 年前
Evgenii Golubev e5738ffb Roll back to 8 SSS profiles since our PS4 impl. doesn't support arrays of size 1024 8 年前
Sebastien Lagarde e9e6cf59 HDRenderPipeline: Specular color mat id is no more store as material id 7 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. 7 年前
sebastienlagarde 4bc93c9f Add support to disable range attenuation and control max smoothness on light to fake sphere light 7 年前
Sebastien Lagarde 9f87b816 Remove file path header from shader generator generated files as it depends on users folder and cause conflict 7 年前
uygar c8556633 Changed shadow biasing. Biasing can now use normal and light vector information to avoid artifacts. 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 f7122de7 Padded the ShadowData struct so its a multiple of 16 bytes. 7 年前
uygar 75a06b95 Added a combined contact shadows + normal biasing pass. 7 年前
Sebastien Lagarde 57ca73ef Update all generated files 7 年前
Tim Cooper fafb59af Run code formatter. 7 年前
Antoine Lelievre 447b05b3 Raw PCSS import from DREAM-2018.2 project 6 年前