b2b89d7294
This ensures that we consistently use perceptual roughness which matches the behaviour of most other PBR renderers like Blender, Ue4 and Godot 3 |
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bokeh_dof.cpp | ||
bokeh_dof.h | ||
copy_effects.cpp | ||
copy_effects.h | ||
fsr.cpp | ||
fsr.h | ||
resolve.cpp | ||
resolve.h | ||
SCsub | ||
ss_effects.cpp | ||
ss_effects.h | ||
taa.cpp | ||
taa.h | ||
tone_mapper.cpp | ||
tone_mapper.h | ||
vrs.cpp | ||
vrs.h |