reduz
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099dee35f4
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Added GPU based cluster builder
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
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2021-01-19 23:31:06 +01:00 |
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reduz
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7008e3c6ea
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Shader optimizations to reduce VGPR usage and increase occupancy
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2021-01-19 23:31:02 +01:00 |
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reduz
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446618cf94
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Change the light attenuation formulas.
-Much better looking, physically based.
-Almost negligible extra cost.
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2021-01-05 14:44:05 -03:00 |
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reduz
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5d2a1d7892
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Rewrite render code to be more cache and thread friendly.
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2021-01-05 08:50:18 -03:00 |
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Hendrik Brucker
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ec6fc059b7
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fix inconsistent normal map shader variable naming
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2021-01-04 14:08:01 +01:00 |
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Marcel Admiraal
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b4a190e0bc
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Consistently use normal_map
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2020-12-29 08:04:19 +00:00 |
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reduz
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7bf90c7888
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Improved shadow rendering efficiency
-Do not bind attributes that are not needed
-Improve a bit more how meshoptimizer interacts with Godot
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2020-12-18 19:47:32 -03:00 |
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reduz
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2748b9a10d
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Add support for low-end 3D rendering.
-Reduce number of uniform sets from 6 to 4.
-Remove features in low end mode, in order to reduce the number of texture units fit to 16.
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2020-12-07 20:50:57 -03:00 |
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