| .. |
|
Conversion.fxh
|
more toon shader control + dithered shading
|
2020-10-05 15:45:10 -07:00 |
|
DeferredPBREffect.fx
|
Directional Light + Shadows + Tone Mapping + One Pass Per Light (#2)
|
2020-10-01 19:46:25 +00:00 |
|
DeferredPBR_AmbientLightEffect.fx
|
basic toon shading + controllable ambient light setting
|
2020-10-01 14:52:19 -07:00 |
|
DeferredPBR_DirectionalLightEffect.fx
|
break shadow computes out into include file
|
2020-10-02 11:57:13 -07:00 |
|
DeferredPBR_GBufferEffect.fx
|
more shadow decoupling + change world instance to position instance
|
2020-12-08 02:49:18 -08:00 |
|
DeferredPBR_PointLightEffect.fx
|
starting on point shadows
|
2020-10-19 03:01:37 -07:00 |
|
Deferred_ToonEffect.fx
|
support dithered shadow toggle
|
2020-10-15 18:19:43 -07:00 |
|
DiffuseLitSpriteEffect.fx
|
new mesh sprite and diffuse lit sprite system
|
2020-12-06 18:52:14 -08:00 |
|
Dither.fxh
|
more toon shader control + dithered shading
|
2020-10-05 15:45:10 -07:00 |
|
Lighting.fxh
|
Directional Light + Shadows + Tone Mapping + One Pass Per Light (#2)
|
2020-10-01 19:46:25 +00:00 |
|
LinearDepthEffect.fx
|
flip horizontal UVs of cubemap render
|
2020-10-19 12:48:32 -07:00 |
|
Macros.fxh
|
Directional Light + Shadows + Tone Mapping + One Pass Per Light (#2)
|
2020-10-01 19:46:25 +00:00 |
|
PBREffect.fx
|
renormalize world normal in pixel shader
|
2020-08-16 11:48:51 -07:00 |
|
Shadow.fxh
|
integrate all shadows
|
2020-10-19 14:00:11 -07:00 |
|
SimpleDepthEffect.fx
|
more shadow decoupling + change world instance to position instance
|
2020-12-08 02:49:18 -08:00 |
|
SimpleDepthEffectInstanced.fx
|
more shadow decoupling + change world instance to position instance
|
2020-12-08 02:49:18 -08:00 |
|
SkyboxEffect.fx
|
deferred skybox
|
2020-10-17 13:53:26 -07:00 |
|
ToneMapEffect.fx
|
Directional Light + Shadows + Tone Mapping + One Pass Per Light (#2)
|
2020-10-01 19:46:25 +00:00 |