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bf4bb2a456
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Update subversion
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2024-02-29 15:42:10 +01:00 |
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565e33f287
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Merge branch 'main' into pull-eevee-pcf-shadows
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2024-02-29 15:39:17 +01:00 |
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dfa02509e8
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Per light shadow_filter_radius
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2024-02-27 16:40:13 +01:00 |
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a754bc5907
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remove unnecessary check
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2024-02-27 15:50:18 +01:00 |
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1cec97b351
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cleanup
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2024-02-27 15:49:15 +01:00 |
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c2d9212d61
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shadow matrix optimization
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2024-02-26 22:21:03 +01:00 |
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9ea411d718
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use a 2x3 matrix
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2024-02-26 21:22:56 +01:00 |
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9660648a5c
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cleanup
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2024-02-26 20:28:26 +01:00 |
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f74e8c03ee
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Merge branch 'main' into pull-eevee-pcf-shadows
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2024-02-26 20:17:46 +01:00 |
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c71166b7da
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Add early return
buildbot/vexp-code-patch-lint Build done.
buildbot/vexp-code-patch-darwin-x86_64 Build done.
buildbot/vexp-code-patch-linux-x86_64 Build done.
buildbot/vexp-code-patch-windows-amd64 Build done.
buildbot/vexp-code-patch-coordinator Build done.
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2024-02-21 16:06:30 +01:00 |
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a2566b7b07
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Fix typo
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2024-02-20 20:58:18 +01:00 |
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a5e4fec414
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Add versioning code
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2024-02-20 20:56:57 +01:00 |
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50c37e7744
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Merge branch 'main' into pull-eevee-pcf-shadows
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2024-02-20 20:51:47 +01:00 |
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9a0777f2a0
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Compute the PCF offset always as if LOD0
Assumes higher lods are dense enough for their pixel size.
Otherwise changes in tile lod causes visible popping.
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2024-02-20 19:48:55 +01:00 |
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b9d5494568
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Lod interpolation
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2024-02-20 19:36:45 +01:00 |
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aeb5ce4a59
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de-duplicate code
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2024-02-19 21:31:46 +01:00 |
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89615ec302
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Add directional shadows support
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2024-02-19 21:14:39 +01:00 |
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090b4e70cb
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Avoid projective aliasing
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2024-02-19 20:18:04 +01:00 |
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6dbd181569
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tweak projection
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2024-02-19 18:49:38 +01:00 |
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f8125ee8bf
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Add tracing pcf offset
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2024-02-19 17:52:12 +01:00 |
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995236cefc
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Allow retrieving ShadowTileData
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2024-02-16 19:37:22 +01:00 |
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223be74c25
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Revert Add pcf
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2024-02-16 17:30:10 +01:00 |
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c8f328247e
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Add pcf setting
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2024-02-13 20:04:06 +01:00 |
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1a0a607d4b
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Add pcf
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2024-02-13 19:44:26 +01:00 |
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