Kav/Effects/HLSL
cosmonaut b66f3a750a started spotlight effect 2020-10-20 13:59:19 -07:00
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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 Directional Light + Shadows + Tone Mapping + One Pass Per Light (#2) 2020-10-01 19:46:25 +00:00
DeferredPBR_PointLightEffect.fx started spotlight effect 2020-10-20 13:59:19 -07:00
DeferredPBR_SpotLightEffect.fx started spotlight effect 2020-10-20 13:59:19 -07:00
Deferred_ToonEffect.fx support dithered shadow toggle 2020-10-15 18:19:43 -07:00
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
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 starting on point shadows 2020-10-19 03:01:37 -07:00
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