July 19, 2017, 17:21 (GMT) |
Eevee: SSR: Add per pixel resolve of multiple rays. |
July 19, 2017, 13:39 (GMT) |
Eevee: SSR: Add roughness random rays. |
July 19, 2017, 12:22 (GMT) |
Eevee: SSR: Add double buffer so we can read previous frame color. Also add simple reprojection and screen fade to the SSR resolve pass. |
July 19, 2017, 12:19 (GMT) |
Eevee: SSR: Make raymarch step bigger. |
July 18, 2017, 14:48 (GMT) |
Eevee: Fix Shader compilation. |
July 18, 2017, 14:48 (GMT) |
Eevee: SSR: Add simple raytracing. Still imprecise. |
July 18, 2017, 08:12 (GMT) |
Eevee: Fix clip/hashed alpha prepass/shadow crash. |
July 18, 2017, 08:12 (GMT) |
Eevee: SSR: Encode Normal in buffer and add cubemap fallback. Normals can point away from the camera so we cannot just put XY in the buffer and reconstruct Z later as we would not know the sign of Z. |
July 18, 2017, 08:12 (GMT) |
Eevee: SSR: Output ssr datas to buffers. Output in 2 buffers Normals, Specular Color and roughness. This way we can raytrace in a defered fashion and blend the exact contribution of the specular lobe on top of the opaque pass. |
July 18, 2017, 08:12 (GMT) |
Eevee: Ssr: Add ssr id to glossy nodes. An id is given to each glossy node in order to determine which specular lobe is using ssr. |
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