cosmonaut
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0060c22d72
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point light sphere optimization
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2020-12-09 16:10:53 -08:00 |
cosmonaut
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2c113ed642
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palette crush effect
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2020-12-09 12:44:53 -08:00 |
cosmonaut
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b1395babfe
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offset texture rendering
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2020-12-08 22:20:54 -08:00 |
cosmonaut
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0c576668cb
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add instanced linear depth effect + fix platforms
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2020-12-08 16:02:58 -08:00 |
cosmonaut
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1723f1dff8
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change simpledeptheffect to use texcoord0
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2020-12-08 13:33:45 -08:00 |
cosmonaut
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4d3c5fc316
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more shadow decoupling + change world instance to position instance
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2020-12-08 02:49:18 -08:00 |
cosmonaut
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84601379b5
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major API refactor
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2020-12-07 20:10:27 -08:00 |
cosmonaut
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283b078641
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instanced g buffer draws work now
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2020-12-07 14:42:02 -08:00 |
cosmonaut
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b784f9df4b
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trying different shader semantics
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2020-12-07 13:50:32 -08:00 |
cosmonaut
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ee8b0c5ee8
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started adding support for instanced draws + started decoupling API
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2020-12-07 01:30:09 -08:00 |
cosmonaut
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ca6c91446e
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new mesh sprite and diffuse lit sprite system
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2020-12-06 18:52:14 -08:00 |
cosmonaut
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47242e4f52
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initial diffuse lit sprite effect
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2020-12-05 19:47:01 -08:00 |
cosmonaut
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cb0baf0bf0
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integrate all shadows
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2020-10-19 14:00:11 -07:00 |
cosmonaut
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8407a34c37
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flip horizontal UVs of cubemap render
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2020-10-19 12:48:32 -07:00 |
cosmonaut
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0a7698c315
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starting on point shadows
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2020-10-19 03:01:37 -07:00 |
cosmonaut
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06e5523996
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deferred skybox
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2020-10-17 13:53:26 -07:00 |
cosmonaut
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19a61985ca
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support dithered shadow toggle
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2020-10-15 18:19:43 -07:00 |
cosmonaut
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1f10698811
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more toon shader control + dithered shading
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2020-10-05 15:45:10 -07:00 |
cosmonaut
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a914c586b2
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experiment with color banding
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2020-10-02 17:29:20 -07:00 |
cosmonaut
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d370d4e2e4
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toon shadows
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2020-10-02 12:28:28 -07:00 |
cosmonaut
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632f0a5b06
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break shadow computes out into include file
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2020-10-02 11:57:13 -07:00 |
cosmonaut
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2fb20747e4
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more toon effect + remove material from MeshPart
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2020-10-01 22:26:40 -07:00 |
cosmonaut
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565be374bb
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basic toon shading + controllable ambient light setting
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2020-10-01 14:52:19 -07:00 |
cosmonaut
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66d4e5bf6e
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Directional Light + Shadows + Tone Mapping + One Pass Per Light (#2)
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2020-10-01 19:46:25 +00:00 |
cosmonaut
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4095b7eda5
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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
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2020-08-27 18:14:17 +00:00 |
Evan Hemsley
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f972392544
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renormalize world normal in pixel shader
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2020-08-16 11:48:51 -07:00 |
cosmonaut
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393b8bcb03
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supporting directional lights
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2020-08-07 01:12:46 -07:00 |
cosmonaut
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86cc23b0ad
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start on depth rendering
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2020-08-06 17:58:50 -07:00 |
cosmonaut
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55b1555df2
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prevent point lights from overflowing shader
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2020-08-06 01:12:15 -07:00 |
Evan Hemsley
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2419a89d32
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fix intensity calculation
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2020-08-05 15:09:48 -07:00 |
Evan Hemsley
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f0f09115f5
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basic rendering structure
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2020-08-05 12:15:22 -07:00 |
Evan Hemsley
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fecc7e6c05
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add pbr effect
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2020-08-04 20:50:44 -07:00 |