Blender Git Statistics -> Branches -> tmp-eevee-shadowmap-refactor
"Tmp-eevee-shadowmap-refactor" branch
Total commits : 24
Total committers : 1
First Commit : September 2, 2019
Latest Commit : September 2, 2019
Commits by Date
Date | Number of Commits | |
---|---|---|
September 2, 2019 | 24 |
Committers
Author | Number of Commits |
---|---|
Clément Foucault | 24 |
Popular Files
Filename | Total Edits |
---|---|
eevee_lights.c | 13 |
eevee_private.h | 11 |
lights_lib.glsl | 10 |
eevee_materials.c | 7 |
bsdf_common_lib.glsl | 6 |
eevee_subsurface.c | 6 |
properties_data_light.py | 4 |
eevee_shadows_cube.c | 4 |
effect_translucency_frag.glsl | 4 |
eevee_shadows_cascade.c | 3 |
Latest commits
September 2, 2019, 14:41 (GMT) |
EEVEE: Fix sunlight when sun angle is 180 degrees |
September 2, 2019, 14:41 (GMT) |
Eevee: Light: Refactor shadow tagging to allow dupli shadow casters Dupli objects can now cast shadows. This also replace the custom lightbits by BLI_bitmap. |
September 2, 2019, 14:41 (GMT) |
Cleanup: EEVEE: Split eevee_lights.c into smaller files Also have some const correctness fix and some header cleanup. |
September 2, 2019, 14:41 (GMT) |
UI: Make cascaded shadowmap panel on top of contact shadow This make more sense as cascade parameters are more important. |
September 2, 2019, 14:41 (GMT) |
EEVEE: Fix spotlight shadow optimization Spot light can be non-uniform and scale in one direction. This fix makes sure both directions are taken into account before skipping cubemap faces. |
September 2, 2019, 14:41 (GMT) |
Eevee: Shadow: Refactor / Cleanup of shadow update - Replace EEVEE_lightbits by BLI_bitmap - Replace EEVEE_BoundSphere by BoundSphere - Support for dupli light shadows - Detect unecessary update of soft shadows (i.e: moving the view) - Remove Object references |
September 2, 2019, 14:41 (GMT) |
EEVEE: Remove softness parameters from RNA & UI Keep it in DNA for backward compatibility |
September 2, 2019, 14:41 (GMT) |
EEVEE: Shadow: Add temporal sampling to shadowmaps If soft shadows is enabled, we randomize the shadowmap sample position to reduce aliasing artifacts (jagged edge shadows). |
September 2, 2019, 14:41 (GMT) |
EEVEE: Shadow: Add back shadow bias This is needed in some corner case (shadow acne due to aliasing and depth disparity). This is a simple bias added to default bias. It should not be needed most of the time but we leave it at 1 by default. |
September 2, 2019, 14:41 (GMT) |
Eevee: Remove ESM and VSM code |
September 2, 2019, 14:41 (GMT) |
Eevee: Shadows: Make shadowmap follow light orientation This is in preparation of an optimization |
September 2, 2019, 14:41 (GMT) |
DRW: Add shadow bias state This state add shadowmap bias to avoid most of self shadowing. |
September 2, 2019, 14:41 (GMT) |
Eevee: Shadow: Speedup: Use only 2 sample for cascaded shadowmap |
September 2, 2019, 14:41 (GMT) |
Eevee: Shadows: Improve contact shadows Contact shadows now follow the shadowmap direction. This means it matches the shadowmap blur that is proportional to the light radius. Moreover this adds a more efficient bias for most contact shadows. |
September 2, 2019, 14:41 (GMT) |
Eevee: Shadows: Add texel border on shadow cube for better edge filtering Unfortunately, this seems to be imprecise on lower cube resolution. But the result is still most of the time more pleasant than no border filtering. |
September 2, 2019, 14:41 (GMT) |
Eevee: Shadow: Make sun clip distances automatic This simplify sun lights setup and matches more cycles behavior. |
September 2, 2019, 14:41 (GMT) |
Eevee: Shadows: Add Receiver Plane Depth Bias This bias replace the previous bias method. The bias is now scalled to have the correct depth of the triangle at the sample location. This is done by computing the actual depth that would be recorded in the shadowmap at the texels locations, if the triangle was extrapolated. This leads to less shadow acne and it ensure the bias is always the minimum amount that ensure correct shadowing. However this technique is not failure free and if the receiver is nearly parallel to the light, the bias is nearly infinite and light leaking occurs. For this reason I decided to cap the bias by the bias parameter to tweak between shadow acne and light leaking. |
September 2, 2019, 14:41 (GMT) |
Eevee: Shadow: Remove receiver plane bias and use hardware filtering In an attempt to simplify the shadowing in eevee, we remove the bias and filtering option. Now the shadowmap always get the minimum constant and slope bias and we only do a bilinear shadow filtering. This means the shadow is as sharper and exact as the shadow map format allows (bitdepth and size). Only the lamp size can change the shadow softness. |
September 2, 2019, 14:41 (GMT) |
DRW: Add line offset to DRW_STATE_SHADOW_OFFSET This is needed for hairs. |
September 2, 2019, 14:41 (GMT) |
Eevee: Shadow: Speedup: Only render shadow cube face needed This reduce the number of face to render to 5 in the case of area lights and 5 or 1 for spotlights. Spotlights that have a spot size less than 90 degrees only need 1 face and are the fastest. |
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