Separate material handling inside another file.
Make use of enums to identify shader variations.
Group all 64*64 LUTs into one array texture.
Only update world probe if world changes.
This enables us to use 2D texture arrays for multiple probes.
There is a little artifact with very high roughness caused elongated pixel due to the projection (along every 90° meridian).
We render linear distance to the light in a R32 texture and store it into an octahedron projection inside a 2D texture array.
This render the sampling function much more simpler and without edge artifacts.
Disabled by default. Set ENABLE_EFFECT_MOTION_BLUR to 1 to enable.
No fancy motion blur. Use depth and camera matrix to get the motion vectors. Then blur in this direction.
Only available in camera view.
Only Camera animation is supported, does not take into account the parents motion
- Added New Batch cache routine to get the split mesh for each material. (optimization needed)
- Did some shader modifications to create default_frag and support a somwhat correct fresnel for lamps (to finish)
For now only compute GGX convolution. The GGX LUT used for the split sum approximation (UE4) is merged with the LTX mag LUT that uses the same parameters (theta and roughness)
This removes MAX_STORAGE, MAX_BUFFERS, MAX_TEXTURES, MAX_PASSES limits.
Actual memory saving isn't so important, it just means we don't need to
manually bump these based on changes to engines.
Using Texture Arrays to store shadow maps so less texture slots are used when shading. This means a large amount of shadows can be supported.
Support Projection Shadow Map for sun like in old BI/BGE.
Support Cube Shadow Map for Point/Spot/Area lights. the benefit of using it for spot light is that the spot angle does not change shadow resolution (at the cost of more memory used). The implementation of the cubemap sampling is targeted for 3.3 core. We rely on 2D texture arrays to store cubemaps faces and sample the right one manualy. Significant performance improvement can be done using Cubemap Arrays on supported hardware.
Shadows are only hardware filtered. Prefiltered shadows and settings comming next.
It also adds nice occluded silouhette information for selected objects that are behind visible objects.
This methods is really heavy because it needs to render the wires twices.