armory/Shaders
N8n5h 8e972f75fd Fix light visual artifact when close to the camera
This fixes a current problem with lights that occurs when getting too
close to the camera. The issue is related to the clustering algorithm
and cluster near.

Cluster near explanation:

Because of the logarithmic nature of how the Z slice is calculated,
clusters slices get "burned" too quickly at the start of the frustum,
which is not ideal. To aid this, and offset is applied to the start of
the cluster frustum, and that is clusterNear.

Cluster near solves that problem but creates another one: There is a gap
between the near plane and the cluster near offset that gets completely
ignored when calculating. And this results in the visual artifact of
slices not being affected by light whatsoever.

The proposed solution is make the gap resolve to the first slice of Z
clusters.
2021-03-13 13:30:19 -03:00
..
blend_pass Need for speed 2018-12-05 17:47:45 +01:00
bloom_pass Merge in PPM 2020-03-04 17:45:19 +01:00
blur_adaptive_pass Improve packing 2019-07-07 22:02:07 +02:00
blur_bilat_blend_pass Shader fixes 2018-12-30 23:05:06 +01:00
blur_bilat_pass Faster 2018-12-06 15:23:08 +01:00
blur_edge_pass Shader fixes 2018-12-07 13:48:40 +01:00
blur_gaus_pass Merge in PPM 2020-03-04 17:45:19 +01:00
blur_pass Faster 2018-12-06 15:23:08 +01:00
chromatic_aberration_pass Fix tabs and spaces shenanigans 2020-11-29 13:40:49 +01:00
clear_color_depth_pass Metal fixes 2020-05-11 09:03:13 +02:00
clear_color_pass Metal fixes 2020-05-11 09:03:13 +02:00
clear_depth_pass Metal fixes 2020-05-11 09:03:13 +02:00
compositor_pass Metal fixes 2020-05-04 00:19:11 +02:00
copy_mrt2_pass Faster 2018-12-06 15:23:08 +01:00
copy_mrt3_pass Faster 2018-12-06 15:23:08 +01:00
copy_pass Reduce shader count 2017-12-20 15:37:58 +01:00
custom_mat_presets Remove unused fragment shader input 2021-02-12 20:54:02 +01:00
debug_draw Fixed DebugDraw line drawing method 2020-01-05 11:48:29 -03:00
deferred_light Add option to ignore irradiance for baked environments 2021-02-20 15:30:18 +01:00
deferred_light_mobile Add support for shadow map atlasing 2021-02-04 17:53:59 -03:00
deferred_light_solid Allow multiple color attachment formats 2020-05-10 10:46:12 +02:00
downsample_depth Shader fixes 2018-12-07 13:48:40 +01:00
fxaa_pass Faster 2018-12-06 15:23:08 +01:00
histogram_pass Auto-exposure speed 2019-05-01 10:52:42 +02:00
include Metal fixes 2020-05-11 09:03:13 +02:00
motion_blur_pass Metal fixes 2020-05-11 09:03:13 +02:00
motion_blur_veloc_pass Metal fixes 2020-05-11 09:03:13 +02:00
probe_cubemap Metal fixes 2020-05-11 09:03:13 +02:00
probe_planar Metal fixes 2020-05-11 09:03:13 +02:00
smaa_blend_weight Metal fixes 2020-05-11 09:03:13 +02:00
smaa_edge_detect Metal fixes 2020-05-11 09:03:13 +02:00
smaa_neighborhood_blend Metal fixes 2020-05-11 09:03:13 +02:00
ssao_pass Merge in PPM 2020-03-04 17:45:19 +01:00
ssgi_blur_pass Faster 2018-12-06 15:23:08 +01:00
ssgi_pass Metal fixes 2020-05-11 09:03:13 +02:00
ssr_pass Metal fixes 2020-05-11 09:03:13 +02:00
sss_pass Use per-target color mask 2019-04-06 13:03:04 +02:00
std Fix light visual artifact when close to the camera 2021-03-13 13:30:19 -03:00
supersample_resolve Fix resolve pass 2019-04-16 13:30:35 +02:00
taa_pass Metal fixes 2020-05-11 09:03:13 +02:00
translucent_resolve Transluc + sss fixes 2019-01-24 12:47:51 +01:00
volumetric_light Add support for shadow map atlasing 2021-02-04 17:53:59 -03:00
water_pass Fix water pass time scale 2019-04-30 11:26:07 +02:00