armory/raw
2016-08-11 22:24:45 +02:00
..
blend_pass Forward+ render path, faster shaders. 2016-08-07 01:43:21 +02:00
bloom_pass Fixed depth writing. 2016-07-24 19:15:36 +02:00
blur_adaptive_pass Light culling for deferred. 2016-08-09 23:51:40 +02:00
blur_edge_pass Light culling for deferred. 2016-08-09 23:51:40 +02:00
blur_gaus_pass Light culling for deferred. 2016-08-09 23:51:40 +02:00
blur_pass Forward+ render path, faster shaders. 2016-08-07 01:43:21 +02:00
combine_pass Fixed depth writing. 2016-07-24 19:15:36 +02:00
compositor_pass Forward+ render path, faster shaders. 2016-08-07 01:43:21 +02:00
copy_pass Fixed depth writing. 2016-07-24 19:15:36 +02:00
debug_normals Fixed depth writing. 2016-07-24 19:15:36 +02:00
debug_velocity Velocity for Temporal AA. 2016-07-31 23:25:33 +02:00
deferred Light culling for deferred. 2016-08-09 23:51:40 +02:00
deferred_indirect Light culling for deferred. 2016-08-09 23:51:40 +02:00
deferred_light Light culling for deferred. 2016-08-09 23:51:40 +02:00
env_map Match sky strength to Cycles. 2016-08-11 22:24:45 +02:00
forward Match sky strength to Cycles. 2016-08-11 22:24:45 +02:00
fxaa_pass Fixed depth writing. 2016-07-24 19:15:36 +02:00
godrays_pass Fixed depth writing. 2016-07-24 19:15:36 +02:00
hybrid Forward+ render path, faster shaders. 2016-08-07 01:43:21 +02:00
motion_blur_pass Super fast shaders. 2016-08-07 23:12:14 +02:00
motion_blur_veloc_pass Match sky strength to Cycles. 2016-08-11 22:24:45 +02:00
pt_final_pass Update to latest Kha. 2016-04-06 15:09:53 +02:00
pt_trace_pass Talk to SDK. 2016-06-30 13:22:05 +02:00
smaa_blend_weight Fixed depth writing. 2016-07-24 19:15:36 +02:00
smaa_edge_detect Velocity for Temporal AA. 2016-07-31 23:25:33 +02:00
smaa_neighborhood_blend Velocity for Temporal AA. 2016-07-31 23:25:33 +02:00
ssao_pass Light culling for deferred. 2016-08-09 23:51:40 +02:00
ssao_reproject_pass Light culling for deferred. 2016-08-09 23:51:40 +02:00
ssdo_pass Fixed depth writing. 2016-07-24 19:15:36 +02:00
ssr_pass Light culling for deferred. 2016-08-09 23:51:40 +02:00
sss_pass Fixed depth writing. 2016-07-24 19:15:36 +02:00
taa_pass Light culling for deferred. 2016-08-09 23:51:40 +02:00
translucent_resolve Match sky strength to Cycles. 2016-08-11 22:24:45 +02:00
water_pass Forward+ render path, faster shaders. 2016-08-07 01:43:21 +02:00