cosmonaut
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3389897d08
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tone mapping
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2020-09-20 23:01:13 -07:00 |
cosmonaut
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a341d3ba93
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poisson sampled soft shadows
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2020-09-20 22:41:36 -07:00 |
cosmonaut
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7e82f2f32e
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initial soft shadow implementation
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2020-09-20 20:50:55 -07:00 |
cosmonaut
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7ea2b57315
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restructure lights to use one pass per light
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2020-09-20 02:05:19 -07:00 |
cosmonaut
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314b308840
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fixing CSM gaps
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2020-09-18 22:43:12 -07:00 |
cosmonaut
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a55e33f9a9
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cascaded shadow maps
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2020-09-18 04:00:53 -07:00 |
cosmonaut
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10f3d9cd98
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single triangle renderer optimization
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2020-09-17 15:47:23 -07:00 |
cosmonaut
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7062992d9b
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dynamic shadow bias
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2020-09-16 16:58:21 -07:00 |
cosmonaut
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345ffaa247
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fix fragment depth being translated to clip space
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2020-09-16 16:49:08 -07:00 |
cosmonaut
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3540e098d5
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drawing shadows with fixed projection
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2020-09-16 12:58:23 -07:00 |
cosmonaut
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28bc8c79e7
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basic directional light shadow mapping
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2020-08-27 14:46:20 -07:00 |
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 |
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 |