branchrust_reboot/main/spacially_aware_env_volumescancel
11 Commits over 0 Days - ∞cph!
Added defines for each indirect lighting flag
Fixed indirect lighting for materials that used the Only GI rendering path
Added depth checks when writing to the Additional Flags buffer in the GBuffer pass
Changed how the No Sunlight flag was being set for environment volumes to fix an issue with material types
Moved indirect diffuse and specular lighting to their own fullscreen pass instead of being calculated during the GBuffer pass
Added separate reflection modulation support to the environment volumes
Added support for No Sunlight type environment volumes
Added frustum culling for environment volume rendering.
Added a better way to get the active environment volumes for rendering.
Added support for the environment volume center and offset when rendering.
Added the stencil lighting method for rendering environment volumes
Converted the environment volume depth pass to use the CommandBufferManager system. Also added support for viewing the effect outside of playmode both in the game and scene views
Proof of concept for new spacially aware environment volumes method