July 24, 2017, 09:18 (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. |
July 23, 2017, 18:33 (GMT) |
Eevee: Make MinmaxZ compatible with textureArray |
July 23, 2017, 12:03 (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. |
July 22, 2017, 22:03 (GMT) |
Eevee: SSR: Add two hit option. This option add another raytrace per pixel, clearing some noise. But multiplying the raytrace cost. |
July 22, 2017, 18:36 (GMT) |
Eevee: SSR: Fix Opengl Render. Add a constant number of 4 drawing loop to accumulate 4 "bounce" of light in SSRs. |
July 22, 2017, 14:22 (GMT) |
Eevee: SSR: Fixed problem with un-initialized texture. Also add another debug buffer and cleanup in effect_ssr_frag.glsl |
July 22, 2017, 12:46 (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. |
July 22, 2017, 12:41 (GMT) |
Eevee: SSR: Add Weight Normalization option. |
July 22, 2017, 12:39 (GMT) |
Eevee: SSR: Add View Facing fadeout. Also make hit boolean depends on hit coord not on pdf. |
July 21, 2017, 23:13 (GMT) |
Eevee: SSR: Add fullscreen raytrace option and Screen border factor. |
July 21, 2017, 22:22 (GMT) |
Eevee: SSR: Use noise to dither the stride banding. |
July 21, 2017, 21:48 (GMT) |
Eevee: SSR: Add stride and thickness parameters. Also polished the raytracing algorithm. |
July 21, 2017, 13:06 (GMT) |
Eevee: SSR: Add fullscreen raytrace. |
July 21, 2017, 12:27 (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. |
July 20, 2017, 22:24 (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. |
July 20, 2017, 22:20 (GMT) |
Eevee: Codestyle. |
July 20, 2017, 22:19 (GMT) |
Eevee: SSR: Do the SSR pass only for probes if there is no valid double buffer. This prevent black reflection when initializing SSR. |
July 20, 2017, 16:40 (GMT) |
Eevee: SSR: Add mipmap filtering and bias to reduce noise. Also fix the roughness factors. |
July 20, 2017, 14:54 (GMT) |
Eevee: Fix glossy node roughness. |
July 19, 2017, 21:40 (GMT) |
Eevee: SSR: Don't block the ray if tracing behind object. This requires to check for backface after a hit. |
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