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I'm compiling this HLSL shader using the MonoGame pipeline:
``` hlsl
// -----------------------------------------------------------------------------
// These are utility macros that are provided to …
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Im am working on PBR and in short i wanted it listed as an enhancement for tracking reasons as i plan to make a PR when its ready.
![screenshot_wed_mar__9_12_33_57_2016](https://cloud.githubuserconte…
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Multiplayer Players Weapon Models wont show up in during game.(weapons on hands used by other players) only the default shotgun model is used,and not the weapon model currently the user is holding.
…
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```
Implement an SSAO technique to improve the graphics.
Some techniques will require to render a linear depth map.
- gamerendering.com -> SSAO :
http://www.gamerendering.com/category/lighting/ssao…
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Issue to keep track of the Voxel rewrite.
#### Changes
| Status | Change | Priority |
| --- | --- | --- |
| finished | Optimize Game Loop | High |
| finished | Deferred Shading | High |
| finished | …
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In deferred_shading.cpp:231, on intel HD4000 i got, what this buffer alredy bound
So maybe this line is unnecessary?
galek updated
8 years ago
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- Variance-to-Gloss (isotropic)
- How to integrate with node-based material system?
- [LEAN mapping](http://www.csee.umbc.edu/~olano/papers/lean/) (anisotropic)
- How to integrate with node-based …
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Ubershader
Creating a completely customizable material editor could take too long to develop. So i propose a ubershader approach. As from the beginning there could be a simple ubershader in the materi…
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```
Implement an SSAO technique to improve the graphics.
Some techniques will require to render a linear depth map.
- gamerendering.com -> SSAO :
http://www.gamerendering.com/category/lighting/ssao…
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The finer points of shading (e.g. texturing and lighting) to a deferred shader don't need to happen for every fragment; they only need to happen for every _rendered_ fragment. Move them to a deferred …
bfops updated
9 years ago