cosmonaut
|
b964af26bd
|
fix bad palette crush FLT_MAX
|
2020-12-12 21:13:48 -08:00 |
cosmonaut
|
4ee7c53907
|
fix diffuse lit effect not discarding transparency
|
2020-12-12 21:13:48 -08:00 |
cosmonaut
|
9bd7f84d26
|
flat sprite lighting in deferred pipeline
|
2020-12-12 02:36:53 -08:00 |
cosmonaut
|
a76c0234d4
|
experimenting with g buffer sprites
|
2020-12-12 01:09:44 -08:00 |
cosmonaut
|
3a0aa8894d
|
draw zero alpha pixels in g buffer
|
2020-12-12 00:17:10 -08:00 |
cosmonaut
|
2ff5cb1ca5
|
decouple sprite mesh from textures
|
2020-12-11 18:22:54 -08:00 |
cosmonaut
|
0ebad486c5
|
diffuse sprite effect takes uv data
|
2020-12-10 13:53:55 -08:00 |
cosmonaut
|
2f589e584d
|
allow sprite flipping on meshsprite
|
2020-12-09 22:28:51 -08:00 |
cosmonaut
|
0060c22d72
|
point light sphere optimization
|
2020-12-09 16:10:53 -08:00 |
cosmonaut
|
2c113ed642
|
palette crush effect
|
2020-12-09 12:44:53 -08:00 |
cosmonaut
|
b1395babfe
|
offset texture rendering
|
2020-12-08 22:20:54 -08:00 |
cosmonaut
|
0c576668cb
|
add instanced linear depth effect + fix platforms
|
2020-12-08 16:02:58 -08:00 |
cosmonaut
|
1723f1dff8
|
change simpledeptheffect to use texcoord0
|
2020-12-08 13:33:45 -08:00 |
cosmonaut
|
4d3c5fc316
|
more shadow decoupling + change world instance to position instance
|
2020-12-08 02:49:18 -08:00 |
cosmonaut
|
283b078641
|
instanced g buffer draws work now
|
2020-12-07 14:42:02 -08:00 |
cosmonaut
|
b784f9df4b
|
trying different shader semantics
|
2020-12-07 13:50:32 -08:00 |
cosmonaut
|
ee8b0c5ee8
|
started adding support for instanced draws + started decoupling API
|
2020-12-07 01:30:09 -08:00 |
cosmonaut
|
ca6c91446e
|
new mesh sprite and diffuse lit sprite system
|
2020-12-06 18:52:14 -08:00 |
cosmonaut
|
47242e4f52
|
initial diffuse lit sprite effect
|
2020-12-05 19:47:01 -08:00 |
cosmonaut
|
cb0baf0bf0
|
integrate all shadows
|
2020-10-19 14:00:11 -07:00 |
cosmonaut
|
8407a34c37
|
flip horizontal UVs of cubemap render
|
2020-10-19 12:48:32 -07:00 |
cosmonaut
|
0a7698c315
|
starting on point shadows
|
2020-10-19 03:01:37 -07:00 |
cosmonaut
|
06e5523996
|
deferred skybox
|
2020-10-17 13:53:26 -07:00 |
cosmonaut
|
19a61985ca
|
support dithered shadow toggle
|
2020-10-15 18:19:43 -07:00 |
cosmonaut
|
1f10698811
|
more toon shader control + dithered shading
|
2020-10-05 15:45:10 -07:00 |
cosmonaut
|
a914c586b2
|
experiment with color banding
|
2020-10-02 17:29:20 -07:00 |
cosmonaut
|
d370d4e2e4
|
toon shadows
|
2020-10-02 12:28:28 -07:00 |
cosmonaut
|
632f0a5b06
|
break shadow computes out into include file
|
2020-10-02 11:57:13 -07:00 |
cosmonaut
|
2fb20747e4
|
more toon effect + remove material from MeshPart
|
2020-10-01 22:26:40 -07:00 |
cosmonaut
|
565be374bb
|
basic toon shading + controllable ambient light setting
|
2020-10-01 14:52:19 -07:00 |
cosmonaut
|
66d4e5bf6e
|
Directional Light + Shadows + Tone Mapping + One Pass Per Light (#2)
|
2020-10-01 19:46:25 +00:00 |
cosmonaut
|
4095b7eda5
|
Deferred Shading Path (#1)
add directional light + rename GBufferEffect for clarity
fix texture leak
fix intensity array for point lights
deferred pbr shading
rendering g-buffer
add a core and framework csproj
Reviewed-on: #1
|
2020-08-27 18:14:17 +00:00 |
Evan Hemsley
|
f972392544
|
renormalize world normal in pixel shader
|
2020-08-16 11:48:51 -07:00 |
cosmonaut
|
393b8bcb03
|
supporting directional lights
|
2020-08-07 01:12:46 -07:00 |
cosmonaut
|
86cc23b0ad
|
start on depth rendering
|
2020-08-06 17:58:50 -07:00 |
Evan Hemsley
|
fecc7e6c05
|
add pbr effect
|
2020-08-04 20:50:44 -07:00 |