mafiesto4
708bdc7bcb
Add MaterialTextureMipBias to control texture mip bias in materials for better frame upscaling
2026-08-16 14:30:53 +02:00
mafiesto4
1c25519d99
Backport rendering fixes from https://github.com/RomanZhu/FlaxEngine
2026-08-16 12:50:44 +02:00
mafiesto4
05ebbe7448
Add new temporal upsampling option (TAAU) when using location DuringAntiAliasing
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Refactor `RenderingUpscaleLocation` enum item names.
2026-08-13 11:26:27 +02:00
mafiesto4
59227bbc8b
Merge remote-tracking branch 'origin/master' into 1.13
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# Conflicts:
# Source/Engine/Graphics/Materials/DeformableMaterialShader.h
# Source/Engine/Platform/Windows/WindowsWindow.cpp
# Source/Engine/Platform/Windows/WindowsWindow.h
2026-08-08 06:40:11 +02:00
David Svez
a057ea41ab
Clear inactive DDGI dispatch arguments
2026-08-08 05:57:58 +02:00
mafiesto4
e8c63066e3
Fix LOD Dither Factor regression from bc36168318 on negative values
2026-08-03 07:04:49 +02:00
mafiesto4
a4bb293c3e
Add Global SDF trace step scale for SSR reflections to handle SSR Quality
2026-07-21 14:06:17 +02:00
mafiesto4
b6204ceb76
Add DDGI reflections to transparent materials
2026-07-21 13:25:09 +02:00
mafiesto4
8a5ff58b9e
Add roughness-based filtering when sampling DDGI probes
2026-07-21 11:29:24 +02:00
mafiesto4
078a45c4b7
Add half-res DDGI reflections resolving to optimzie rendering on low-end devices
2026-07-20 12:06:13 +02:00
mafiesto4
7e59fb1e01
Fix various shader warnings
2026-07-17 10:15:00 +02:00
mafiesto4
5f906c2353
More shader warnign fixes
2026-07-15 23:00:27 +02:00
mafiesto4
8257d0a981
Fix shader warnings
2026-07-15 14:11:36 +02:00
mafiesto4
846be3c329
Add noise to DDGI specular to hide low-res probes pixelization
2026-07-14 23:10:50 +02:00
mafiesto4
401bfbd52d
Add new DDGI Reflections rendering mode for fully dynamic indirect specular
2026-07-14 23:09:34 +02:00
mafiesto4
7f403658df
Add option to render DDGI indirect lighting in half-res with bilateral upscaling
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Cuts irradiance resolving time in half at cost of some aliasing. Ideal for low-quality settings or when rendering at high native res.
2026-06-27 00:44:20 +02:00
mafiesto4
1a2d86826d
Minor DDGI changes
2026-06-26 14:51:59 +02:00
mafiesto4
42241410d4
Get rid of ddgi probe distance scaling
2026-06-26 11:26:22 +02:00
mafiesto4
a3694203a2
Optimize development-only shaders and rendering code to compile it out in Release game builds
2026-06-25 11:21:13 +02:00
mafiesto4
be87583cb2
Fix various shader warnings
2026-06-25 09:33:36 +02:00
mafiesto4
2f3ce50cef
Refactor BRDF roughness input to be squared
2026-06-25 08:46:44 +02:00
mafiesto4
3cd04b74b7
Rename BRDF visibility functions prefix to V_ from Vis_
2026-06-25 08:33:52 +02:00
mafiesto4
11a226952c
Update graphics API
2026-06-24 23:32:16 +02:00
mafiesto4
49b5a2e912
Add Light Overlap debug view mode
2026-06-24 23:26:38 +02:00
mafiesto4
91268116b0
Fix self-shadowing artifacts in DDGI on fast moving objects
2026-06-24 16:54:43 +02:00
mafiesto4
0477d37aeb
Add IndirectShadowsStrength to GI settings for artist-controlled light leaking
2026-06-23 12:33:11 +02:00
mafiesto4
4ac28b7d8a
Add temporal dithering and more accurate blending for contact shadows
2026-06-22 23:55:16 +02:00
mafiesto4
af886ca483
Update Common.hlsl shader library
2026-06-22 23:39:04 +02:00
mafiesto4
808af45191
Fix various rendering elements when using upscaling
2026-06-22 23:37:38 +02:00
mafiesto4
494a639782
Fix Debug Draw shapes manual depth test when using resolution upscaling
2026-06-22 13:52:08 +02:00
mafiesto4
c2ab1d981d
Adjust shadows shader permutation
2026-06-22 13:50:06 +02:00
mafiesto4
fc9de76ade
Add noise to Global SDF and Surface Atlas debug preview to smooth the tracing
2026-06-18 13:57:22 +02:00
mafiesto4
2f92ca283d
Revert partially 5ac9a41bfe due to issues in some scenes
2026-06-18 12:50:36 +02:00
mafiesto4
65eb1d9889
Optimize DDGI irradiance gamma conversion
2026-06-18 12:50:22 +02:00
mafiesto4
5ac9a41bfe
Optimize DDGI software raytracing with point sampler
2026-06-18 09:35:50 +02:00
mafiesto4
bd93c29c5b
Fix Global Surface Atlas sampling sub-texel error
2026-06-17 13:21:51 +02:00
mafiesto4
bc36168318
Optimize Animated Model rendering with hardware instancing
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All models are using the same global buffer for skinned bones which allows to share shader binding for instancing.
Refactor draw call for batching skinned mesh draws.
Remove `SkinnedMeshDrawData` and merge it into `AnimatedModel` internals.
2026-06-15 17:59:41 +02:00
mafiesto4
d181f8d726
Fix DDGI sampling when using non-directional lighting (eg. smoke particles or volumetric fog)
2026-05-31 12:29:52 +02:00
mafiesto4
7f370a7c5b
Add improvements to DDGI sampling and filtering in areas far from probes
2026-05-31 12:28:56 +02:00
mafiesto4
0f38fca0b1
Minor fixes
2026-05-30 14:28:28 +02:00
mafiesto4
92a0a40d16
Add Global SDF Overdraw debug mode for content optimizations
2026-05-20 16:20:45 +02:00
mafiesto4
fc8a9b69d2
Move new Temporal AA code to shared header
2026-05-12 17:09:21 +02:00
mafiesto4
0c1af2f243
Fix various rendering elements with Reversed Z enabled and simplify code
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#2684
2026-05-11 18:26:21 +02:00
mafiesto4
fb21ffd3be
Rename FLAX_REVERSE_Z macro to REVERSE_Z
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#2684
2026-05-08 10:52:46 +02:00
mafiesto4
241441d5b9
Merge branch 'reverse-z' of https://github.com/HydrogenC/FlaxEngine into HydrogenC-reverse-z
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# Conflicts:
# Source/Engine/Graphics/GPUDevice.cpp
# Source/Engine/Graphics/Materials/DeferredMaterialShader.cpp
# Source/Engine/Graphics/Materials/ForwardMaterialShader.cpp
# Source/Engine/Graphics/Materials/TerrainMaterialShader.cpp
# Source/Engine/Renderer/LightPass.cpp
# Source/Engine/Renderer/ReflectionsPass.cpp
# Source/Engine/Renderer/ShadowsPass.cpp
# Source/Shaders/SSR.hlsl
# Source/Shaders/ShadowsSampling.hlsl
# Source/Shaders/Sky.shader
2026-05-07 19:55:03 +02:00
mafiesto4
e7fd901807
Add improved fallback GI outside the DDGI range to use a special ambient probe for stability
2026-05-07 16:21:17 +02:00
mafiesto4
650fa781d3
Simplify shader code for point/spot lights to use permutations instead
2026-05-06 12:59:35 +02:00
mafiesto4
9c5daf419b
Fix default shadow depth bias values and control them based on shadow resolution/quality mix
2026-05-06 12:39:15 +02:00
mafiesto4
9a85ae7142
Add soft PCSS shadows on Ultra quality
...
Add new `SourceAngle` property to Directional light that controls PCSS penumbra size
2026-05-06 12:37:42 +02:00
mafiesto4
fad0f7a345
Compact PCF shadow sampling code
2026-05-05 08:47:57 +02:00