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* Various terrain improvements: - Height now stored in a R16_unorm to decrease the amount of memory / memory bandwidth needed for the height field - Many simplifications to the feature processor - Added a shader to render to the depth pre pass - Pulled common functionality needed by depth and forward to a common include shader - Forward shader now outputs to all the expected render targets - Adjusted the way normals and lighting are being calculated Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Adding missing shader files. Updated terrain shader to alter the color slightly with height. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Removed pixel shader code from terrain depth pass Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Renamed the depth pass shaders to no longer indicate they include a pixel shader. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Removing unneeded code from TerrainCommon.azsli Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> |
4 years ago | |
|---|---|---|
| .. | ||
| ColorManagement | 4 years ago | |
| CoreLights | 4 years ago | |
| Decals | 4 years ago | |
| LightCulling | 4 years ago | |
| Math | 4 years ago | |
| MorphTargets | 4 years ago | |
| PBR | 4 years ago | |
| PostProcessing | 4 years ago | |
| RayTracing | 4 years ago | |
| ScreenSpace | 4 years ago | |
| Shadow | 4 years ago | |
| Vertex | 4 years ago | |
| BlendUtility.azsli | 4 years ago | |
| IndirectRendering.azsli | 4 years ago | |
| MatrixUtility.azsli | 4 years ago | |
| ParallaxMapping.azsli | 4 years ago | |
| ShaderQualityOptions.azsli | 4 years ago | |
| SphericalHarmonicsUtility.azsli | 4 years ago | |
| SrgSemantics.azsli | 4 years ago | |