* large renderer state refactor;
added subsurface scattering energy conservation;
added emitted particle subsurface scattering;
removed area lights;
optimizations;

* added layerMask support in shaders

* fixed incorrect shadow priority for directional light;
fix point light shadow disconnect;

* fix incorrect shadow assignment
This commit is contained in:
Turánszki János
2020-12-07 01:32:44 +01:00
committed by GitHub
parent 00a3a4c277
commit 5efe28fdf9
67 changed files with 776 additions and 1151 deletions
+1 -1
View File
@@ -29,7 +29,7 @@ void EnvProbeWindow::Create(EditorComponent* editor)
generateButton.SetPos(XMFLOAT2(x, y += step));
generateButton.OnClick([=](wiEventArgs args) {
XMFLOAT3 pos;
XMStoreFloat3(&pos, XMVectorAdd(wiRenderer::GetCamera().GetEye(), wiRenderer::GetCamera().GetAt() * 4));
XMStoreFloat3(&pos, XMVectorAdd(wiScene::GetCamera().GetEye(), wiScene::GetCamera().GetAt() * 4));
Entity entity = wiScene::GetScene().Entity_CreateEnvironmentProbe("editorProbe", pos);
editor->ClearSelected();
editor->AddSelected(entity);