optimized shaders to use SvPosition where possible, following change could remove some unused interpolator
[CL 2697164 by Martin Mittring in Main branch]
Switched clear coat material outputs to CustomData with renaming.
First pass. Code needs clean up. BRDF needs optimization. Only works well with directional lights. Point lights don't obey opacity during shadow projection. No solution yet for indirect.
[CL 2688556 by Brian Karis in Main branch]
This is more correct for scanned textures as they include scattering already. Affects the look of emissive lighting (rarely needed and can be fixed by content). All diffuse lighting for SubsurfaceScatteringProfile is now done without the BaseColor (minor performance cost) and reading the Lighting before the SubsurfaceScattering pass would be different.
Removed the need for a SceneColor alpha channel as lighting is now stored in a checkerboard pattern for diffuse and specular separate. Specular and diffuse lighting on Subsurface materials can appear a bit less crips.
This means the use of 32bit SceneColor (for better performance) is now possible (we might change the defaults soon).
[CL 2640696 by Martin Mittring in Main branch]
Scanned textures (e.g. human face) include scattering so this is more correct for such assets. Affects the look of emissive lighting (rarely needed and can be fixed by content). All diffuse lighting for SubsurfaceScatteringProfile is now done without the BaseColor (minor performance cost) and reading the Lighting before the SubsurfaceScattering pass would be different.
[CL 2639545 by Martin Mittring in Main branch]
- wasn't scaling right with ViewportSize, e.g. HighResScreenshot
- Missing a horizontal line in the 2d kernel
- Improved quality of the full res portion
- refactored to avoid one full res pass
- simplified Stereo rendering support
- In single viewport case it now goes down to 32bit texture format afterwards (input can be 32/RGB or 64/RGBA as before, without alpha it can look bad)
[CL 2637623 by Martin Mittring in Main branch]
FORT-2471 Player character appears blurry with certain video settings
(Blurry is now only on Subsurface, there it could be a bit better using the non subsurface constribution as full res)
[CL 2383733 by Martin Mittring in Main branch]
* Diffuse lighting on the opposite side of the leaf becomes subsurface lighting on the side being shaded. SubsurfaceColor filters this lighting and can be used to represent varying thickness as well (leaf veins). Subsurface lighting is a mix of wrap-around diffuse with a directionally dependent lobe.
* Opacity only affects shadow falloff distance
[CL 2353634 by Daniel Wright in Main branch]
* Removed extra pass-through pass
* Added scalability option r.SSS.SampleSet 0/1/2, later this can be used per pixel
* added to BaseScalability
* Renamed r.SSSSS to r.SSS.Scale
[CL 2286659 by Martin Mittring in Main branch]