33 次代码提交 (ed8cb1b0-152b-47dc-a046-f3d92325e53f)

作者 SHA1 备注 提交日期
uygar 02e3fa95 Moved shadow sampling patterns into a new file called ShadowSampling.hlsl. 8 年前
uygar 94d9ef0a Added support for choosing shadow algorithms. Each algorithm can have up to 8 variants. 8 年前
uygar 699822c3 Added support for choosing a precision for shadow variants. There are two settings, Low and High, which currently select between 16 bits per channel and 32 bits per channel shadow maps. 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
Tim Cooper c30d33b8 [Format]Reformat via format.pl to match the new conventions 8 年前
FlorentGuinier 980b67d3 [gfx-shadows] First step toward adding tents pcf filters 8 年前
FlorentGuinier 9f7d66cd [gfx-shadows] Add PCF tents filters 8 年前
FlorentGuinier 8e9a6d75 [gfx-shadows] tents filters use loops for code clarity 8 年前
uygar 058fa25d Added loop hint to PCF tent sampling functions to make compilation times a bit more sane. 8 年前
uygar beaf6e75 Modified moment based shadow maps to always use [0;1] z. 8 年前
uygar e08c2202 Fixed biasing in the wrong direction for MSMs. 8 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
Felipe Lira 98d9ef89 Moved ShadowSampling Tent function to a separate library so it can be used by LW without depending on ShadowContext. 7 年前
uygar c8556633 Changed shadow biasing. Biasing can now use normal and light vector information to avoid artifacts. 7 年前
uygar 81cb95dc Merge branch 'master' into shadows-biasing 7 年前
uygar 8e8b647f Added register optimized path to the tent 5x5 filter. 7 年前
uygar 34eeceb3 Moved slice into a separate float to avoid unnecessary casting in the shader. 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 1c570293 Added macro to control usage of clip space depth biasing. 7 年前
uygar 275279fa Introduced new macros for flow control attributes. 7 年前
Tim Cooper fafb59af Run code formatter. 7 年前
Antoine Lelievre 447b05b3 Raw PCSS import from DREAM-2018.2 project 7 年前
Antoine Lelievre 3072fc83 PCSS is now working 7 年前
Antoine Lelievre f53d652d Added a field to control sampleCount in the inspector 7 年前
Antoine Lelievre 9d62831c Removed UI code for PR 7 年前
Antoine Lelievre 8120bd8f Cleanup code and inconsistencies 7 年前
Antoine Lelievre 2bdab402 Fixed PCSS bias for PCSSS block search and depth compare with reversed z 7 年前