.. |
Conversion.fxh
|
more toon shader control + dithered shading
|
2020-10-05 15:45:10 -07:00 |
DeferredPBREffect.fx
|
Directional Light + Shadows + Tone Mapping + One Pass Per Light (#2)
|
2020-10-01 19:46:25 +00:00 |
DeferredPBR_AmbientLightEffect.fx
|
basic toon shading + controllable ambient light setting
|
2020-10-01 14:52:19 -07:00 |
DeferredPBR_DirectionalLightEffect.fx
|
break shadow computes out into include file
|
2020-10-02 11:57:13 -07:00 |
DeferredPBR_GBufferEffect.fx
|
offset texture rendering
|
2020-12-08 22:20:54 -08:00 |
DeferredPBR_PointLightEffect.fx
|
starting on point shadows
|
2020-10-19 03:01:37 -07:00 |
Deferred_ToonEffect.fx
|
support dithered shadow toggle
|
2020-10-15 18:19:43 -07:00 |
DiffuseLitSpriteEffect.fx
|
new mesh sprite and diffuse lit sprite system
|
2020-12-06 18:52:14 -08:00 |
Dither.fxh
|
more toon shader control + dithered shading
|
2020-10-05 15:45:10 -07:00 |
Lighting.fxh
|
Directional Light + Shadows + Tone Mapping + One Pass Per Light (#2)
|
2020-10-01 19:46:25 +00:00 |
LinearDepthEffect.fx
|
flip horizontal UVs of cubemap render
|
2020-10-19 12:48:32 -07:00 |
LinearDepthEffectInstanced.fx
|
add instanced linear depth effect + fix platforms
|
2020-12-08 16:02:58 -08:00 |
Macros.fxh
|
Directional Light + Shadows + Tone Mapping + One Pass Per Light (#2)
|
2020-10-01 19:46:25 +00:00 |
PBREffect.fx
|
renormalize world normal in pixel shader
|
2020-08-16 11:48:51 -07:00 |
Shadow.fxh
|
integrate all shadows
|
2020-10-19 14:00:11 -07:00 |
SimpleDepthEffect.fx
|
change simpledeptheffect to use texcoord0
|
2020-12-08 13:33:45 -08:00 |
SimpleDepthEffectInstanced.fx
|
add instanced linear depth effect + fix platforms
|
2020-12-08 16:02:58 -08:00 |
SkyboxEffect.fx
|
deferred skybox
|
2020-10-17 13:53:26 -07:00 |
ToneMapEffect.fx
|
Directional Light + Shadows + Tone Mapping + One Pass Per Light (#2)
|
2020-10-01 19:46:25 +00:00 |