Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-10-27 | Fix shader compiler typo gl_FrotFace | Scayze | |
2017-10-23 | Revert "Rename Schlick GGX to GGX." | Rémi Verschelde | |
2017-10-22 | Partially undo #11807. | Ferenc Arn | |
Specular light at zero roughness needs some discussion. Until we do that, this fixes #12309. | |||
2017-10-22 | Many fixes to SSAO, should be good now. | Juan Linietsky | |
2017-10-22 | Merge pull request #12297 from tagcup/clearcoat_fix | Rémi Verschelde | |
Don't add clearcoat BRDF to specular light as-is. | |||
2017-10-21 | Don't add clearcoat BRDF to specular light as-is. | Ferenc Arn | |
BRDF needs to be multiplied with N.L, the incoming light and attenuation. Also specular_blob_intensity should affect clearcoat. | |||
2017-10-21 | Rename Schlick GGX to GGX. | Ferenc Arn | |
Schlick's approximation and GGX are orthogonal concepts. Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it. The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig. | |||
2017-10-21 | Corrections to #11807. | Ferenc Arn | |
Added missing metallic parameter, also fixed a missed a case where wrong roughness condition was used. | |||
2017-10-21 | Merge pull request #11807 from tagcup/roughness_metallic_limiting_cases | Juan Linietsky | |
Fix the condition when specular light calculation is avoided (should … | |||
2017-10-20 | Fixed unnecesary structure copying in bugfix. | Juan Linietsky | |
2017-10-19 | Fix depth draw alpha prepass for shadow | Hiroshi Ogawa | |
2017-10-17 | Fix directional light specular | Hiroshi Ogawa | |
2017-10-14 | Fix render mode specular schlick ggx | Hiroshi Ogawa | |
2017-10-12 | Merge pull request #12048 from hi-ogawa/fix-viewport-vflip | Rémi Verschelde | |
Fix viewport vflip | |||
2017-10-12 | Fix viewport vflip | Hiroshi Ogawa | |
2017-10-11 | Fix the condition when specular light calculation is avoided (should be ↵ | Ferenc Arn | |
roughness == 1). Also avoid calculating diffuse light calculation when metallic == 1, and test against clearcoat's own parameter to check whether to do clearcoat. | |||
2017-10-11 | Merge pull request #11966 from BastiaanOlij/stereo_sky | Rémi Verschelde | |
Fix issues when rendering panoramic sky in stereoscopic | |||
2017-10-11 | Merge pull request #11818 from tagcup/anisotropic_ggx | Rémi Verschelde | |
Fix anisotropic GGX D function, and introduce and use anistropic GGX … | |||
2017-10-11 | Merge pull request #11958 from hi-ogawa/fix-shadow-map-front-face | Gilles Roudiere | |
Fix front face definition | |||
2017-10-10 | Merge pull request #11959 from hi-ogawa/fix-shadow-atlas-invalidation | Andreas Haas | |
Track LightInstance::shadow_atlases so that it will be freed properly | |||
2017-10-10 | Fix issues when rendering panoramic sky in stereoscopic | Bastiaan Olij | |
2017-10-09 | Fix anisotropic GGX D function, and introduce and use anistropic GGX G function. | Ferenc Arn | |
Also fixed isotropic GGX G function with Schlick approximation, and added a commented out version without the approximation. Added references. | |||
2017-10-09 | Track LightInstance::shadow_atlases so that it will be freed properly | Hiroshi Ogawa | |
2017-10-09 | Fix front face definition | Hiroshi Ogawa | |
2017-10-04 | Fix type error in subsurface scattering shader code | Hiroshi Ogawa | |
2017-10-03 | Avoid failed viewport when size is too smal, fixes #9891 | Juan Linietsky | |
2017-10-03 | Various clean ups and cosmetic changes in scene.glsl. | Ferenc Arn | |
Use self-documenting names for variables which are otherwise confusing. Also avoid recalculating certain terms. | |||
2017-10-02 | Merge pull request #11700 from tagcup/clearcoat_fix | Andreas Haas | |
Fix clearcoat without Schlick-GGX specular. | |||
2017-10-02 | Merge pull request #11774 from ISylvox/fix-msvc-build | Leon Krause | |
Fixed MSVC build issue introduced by c864b78 | |||
2017-10-02 | Fixed MSVC build issue introduced by commit ↵ | Indah Sylvia | |
c864b782c05f5e2833afd69a4c0dfc6fbcfc4b26 | |||
2017-10-02 | missing PI division on vertex shader | Juan Linietsky | |
2017-10-01 | Slight proposed fixes to PBR. | Juan Linietsky | |
2017-10-01 | Using advise from Matias, left the 0-1 range for lights, divisiom by PI, and ↵ | Juan Linietsky | |
multiplied lights by PI internally. | |||
2017-10-01 | Switched Burley/Lambert, and restored diffuse term to 0-1 range for ↵ | Juan Linietsky | |
compatibility. | |||
2017-10-01 | Merge pull request #11694 from tagcup/lambert_normalization | Juan Linietsky | |
Ensure that Lambert is energy conserving. | |||
2017-10-01 | Add missing N.L factor to Burley's contribution to radiance. | Ferenc Arn | |
2017-09-30 | Fix environmental BRDF. | Ferenc Arn | |
2017-09-30 | near and far are reserved for near and far pointers in MSVR | Bastiaan Olij | |
2017-09-29 | Ability to set a custom FOV makes it possible to use sky on orthogonal view. ↵ | Juan Linietsky | |
Closes #9186 | |||
2017-09-29 | Fix clearcoat without Schlick-GGX specular. | Ferenc Arn | |
Fixes #11698. | |||
2017-09-29 | Ensure that Lambert is energy conserving. | Ferenc Arn | |
Also remove the diffuse_color factor in Oren-Nayar (which was already taken care of below, oops). | |||
2017-09-29 | Merge pull request #11672 from tagcup/fix_oren_nayar | Gilles Roudiere | |
Fix Oren-Nayar diffuse. | |||
2017-09-28 | Fix Oren-Nayar diffuse. | Ferenc Arn | |
2017-09-29 | Fixed typo: 'texure' to 'texture' | Indah Sylvia | |
2017-09-27 | Fixes to light shaders, should work now.. | Juan Linietsky | |
2017-09-26 | Avoid pow in Burley diffuse. | Ferenc Arn | |
2017-09-23 | Added light affect parameter to baked AO | Juan Linietsky | |
2017-09-23 | -Fixed redraw always on 3D viewprot bug | Juan Linietsky | |
-Changed manipulation inertia default values. Do not touch them again or I'll cut your fingers and eat them. | |||
2017-09-23 | Fixes to rim parameter in shader | Juan Linietsky | |
2017-09-21 | Added proximity and distance fade to SpatialMaterial | Juan Linietsky | |