Revision c21dd69 by Clément Foucault July 24, 2017, 14:21 (GMT) |
Eevee: Fix crash when saving file with motion blur. |
Revision 7f09b55 by Germano Cavalcante July 24, 2017, 14:13 (GMT) |
ransform: fix unreported bug: geometry hidden by clipping border (alt + b) is not bypassed in snap to faces The geometry behind the farther clip_plane is not bypassed |
Revision 8dd0ce6 by Clément Foucault July 24, 2017, 13:55 (GMT) |
Eevee: Fix double buffer issue. |
Revision 27dd82a by Clément Foucault July 24, 2017, 13:36 (GMT) |
Eevee: SSR: Refactor multiple rays. Plus other changes... -Allow a maximum of 4 rays per trace pixel. -Removes parameter Normalize: use normalization all the time now. -Add firefly clamp slider. |
Revision 7585c82 by Clément Foucault July 24, 2017, 13:36 (GMT) |
Eevee: Make MinmaxZ compatible with textureArray |
Revision 85f1b73 by Clément Foucault July 24, 2017, 13:36 (GMT) |
Eevee: Planar Reflection: Remove distance approximation. This commit separate the depth texture into another texture array. This remove the need to output radial depth into alpha. Unfortunatly it's difficult to recover position from the non linear depth buffer when applying reflection without adding a bunch of stuff. This is in preparation of SSR planar reflections. |
Revision 1d99d08 by Clément Foucault July 24, 2017, 13:36 (GMT) |
Eevee: SSR: Add two hit option. This option add another raytrace per pixel, clearing some noise. But multiplying the raytrace cost. |
Revision 76bf4f2 by Clément Foucault July 24, 2017, 13:36 (GMT) |
Eevee: SSR: Fix Opengl Render. Add a constant number of 4 drawing loop to accumulate 4 "bounce" of light in SSRs. |
Revision 56ba01a by Clément Foucault July 24, 2017, 13:36 (GMT) |
Eevee: SSR: Fixed problem with un-initialized texture. Also add another debug buffer and cleanup in effect_ssr_frag.glsl |
Revision c5f4342 by Clément Foucault July 24, 2017, 13:36 (GMT) |
Eevee: SSR: Small fixes - Encode normals for other opaque bsdf so they are not rejected by the normal facing test. - Early out non reflective surfaces. - Add small offset to raytrace to avoid self intersection. - Fix fallback probes not appearing. |
Revision f6c60ff by Clément Foucault July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Add Weight Normalization option. |
Revision e5dae98 by Clément Foucault July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Add View Facing fadeout. Also make hit boolean depends on hit coord not on pdf. |
Revision d2462e3 by Clément Foucault July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Add fullscreen raytrace option and Screen border factor. |
Revision 9906ef0 by Clément Foucault July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Use noise to dither the stride banding. |
Revision a373241 by Clément Foucault July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Add stride and thickness parameters. Also polished the raytracing algorithm. |
Revision 18aa6cf by Clément Foucault July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Add fullscreen raytrace. |
Revision e0c1323 by Clément Foucault July 24, 2017, 13:28 (GMT) |
Eevee: HiZ buffer: Split into two 24bit depth buffer This way we don't have float precision issue we had before and we save some bandwidth. |
Revision a293207 by Clément Foucault July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Add firefly filter and refine noise reduction. Push to 9 resolve sample. Add an normalization as an option since it gives harsh limits. |
Revision b576d06 by Clément Foucault July 24, 2017, 13:28 (GMT) |
Eevee: Codestyle. |
Revision e8912dd by Clément Foucault July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Do the SSR pass only for probes if there is no valid double buffer. This prevent black reflection when initializing SSR. |
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