mafiesto4
bc36168318
Optimize Animated Model rendering with hardware instancing
...
All models are using the same global buffer for skinned bones which allows to share shader binding for instancing.
Refactor draw call for batching skinned mesh draws.
Remove `SkinnedMeshDrawData` and merge it into `AnimatedModel` internals.
2026-06-15 17:59:41 +02:00
mafiesto4
e624e1ba69
Fix missing Custom Global Code code generation in Defines stage
2026-03-26 14:14:15 +01:00
mafiesto4
39803ce6b2
Add **render layer mask to decals**
...
#967 #3080
2025-10-07 18:23:03 +02:00
mafiesto4
c46e1164d6
Add hot-reload support for material feature template sources on material generation
2025-09-30 15:45:45 +02:00
mafiesto4
2a5898c1de
Fix regression from #3342 to use existing time as unscaled to match previous content
2025-09-30 15:45:24 +02:00
mafiesto4
826009c1b4
Merge remote-tracking branch 'origin/master' into 1.11
...
# Conflicts:
# Content/Editor/DebugMaterials/DDGIDebugProbes.flax
# Source/Engine/Scripting/Scripting.cpp
2025-08-25 23:48:08 +02:00
mafiesto4
1087bd2445
Fix #3342 to properly place new param in Constant Buffer
...
#3299
2025-08-14 11:53:25 +02:00
mafiesto4
5e19a9729b
Merge branch 'add-scaled-time-node' of https://github.com/Tryibion/FlaxEngine into Tryibion-add-scaled-time-node
2025-08-14 11:37:09 +02:00
mafiesto4
bdd7bae459
Add new Custom Lit shading model for custom lighting in materials (eg. Cel Shading)
2025-06-29 13:51:59 +02:00
mafiesto4
9c3fd052cd
Remove copyright year from source files and update to 2025
2025-04-07 19:22:21 +02:00
Tryibion
9b6feb9367
Add Scaled Time to Material Time node.
2025-04-07 10:02:20 -05:00
mafiesto4
18dc475f40
Merge remote-tracking branch 'origin/master' into 1.9
...
# Conflicts:
# Source/Engine/UI/GUI/Common/Button.cs
2024-09-23 14:11:05 +02:00
mafiesto4
be395304ec
Fix Pre-Skinned Normal and Position when accessed in Pixel Shader
...
#2549
2024-09-19 10:11:49 +02:00
mafiesto4
bc313c8630
Merge remote-tracking branch 'origin/master' into 1.9
2024-08-05 20:00:39 +02:00
mafiesto4
23fcfb4eb2
Code cleanup
...
#2717
2024-08-05 19:44:06 +02:00
mafiesto4
08ef7c93ea
Refactor draw calls drawing to use single objects buffer and better materials batching
2024-07-02 00:52:22 +02:00
ExMatics HydrogenC
a5b00fa718
Resolve problems in code review
2024-06-19 10:58:27 +08:00
ExMatics HydrogenC
9062c04ef0
Complete sdf reflections
2024-06-18 21:25:12 +08:00
mafiesto4
859c420d76
Update year in copyright note
2024-02-26 19:00:48 +01:00
mafiesto4
0709288eac
Revert Depth Offset (wrong impl, can be done later)
2023-01-31 14:22:37 +01:00
mafiesto4
a219a3d2eb
Add **Depth Offset to materials**
2023-01-29 22:09:51 +01:00
mafiesto4
f127bbebe1
Refactor enum flags with __underlying_type and new EnumHasAnyFlags/EnumHasAllFlags
...
Fixes #832
Closes #886
2023-01-15 12:44:39 +01:00
mafiesto4
9626e9bbb6
Update copyright year
2023-01-10 15:29:37 +01:00
mafiesto4
0d8ebd332e
Add Global Illumination sampling option to transparent materials (eg. particles)
2022-07-14 14:28:42 +02:00
mafiesto4
db284c58a3
Fix crash when opening old project with Global Custom Code node in material
2022-06-30 09:16:19 +02:00
mafiesto4
a881c90b2e
Refactor engine to support double-precision vectors
2022-06-13 00:40:32 +02:00
mafiesto4
f7955a5c4e
Add support for custom location of Custom Global Code in generated material source code
2022-05-12 13:44:57 +02:00
mafiesto4
493787d4d6
Add Custom Global Code node to materials for injecting custom code, includes or constants
2022-04-15 17:04:28 +02:00
mafiesto4
58491e6d23
Add **Screen Space Reflections for transparent materials**
2022-04-12 22:16:06 +02:00
mafiesto4
8c2241c6dc
Update copyright year
2022-01-14 13:31:12 +01:00
mafiesto4
ea1a47159b
Fix error
2021-10-18 11:51:13 +02:00
mafiesto4
f5e5686853
Optimize includes in ThreadLocal.h
2021-07-08 00:34:49 +02:00
mafiesto4
a3dfb1c5d3
Add support for using per-texture group sampler in Materials
2021-06-29 16:16:56 +02:00
mafiesto4
0e75dba142
Optimize C++ compilation time
2021-04-30 16:27:57 +02:00
mafiesto4
cb96a87659
Fix crash when material is generated at 2 threads at once
2021-03-21 20:25:25 +01:00
mafiesto4
1dee615d6e
Add Volumetric Fog support for particles to modify local fog
2021-03-05 13:58:15 +01:00
mafiesto4
312e4ad010
Merge branch 'master' into 1.1
...
# Conflicts:
# Source/Engine/Content/JsonAsset.h
# Source/Engine/Core/Config/Settings.h
2021-02-15 10:40:59 +01:00
mafiesto4
da784e98e5
Add Deformable material domain
2021-02-08 15:44:38 +01:00
mafiesto4
d8304a2178
Refactor material shaders generator to use modular features as extensions
2021-02-05 14:54:29 +01:00
mafiesto4
300f948515
Refactor material shaders generator to use modular features as extensions
2021-02-05 13:57:00 +01:00
mafiesto4
089f0dab3a
Refactor material shaders generator to use modular features as extensions
2021-02-05 11:55:02 +01:00
mafiesto4
01777a2c1b
Refactor material shaders generator to use modular features as extensions
2021-02-05 11:22:47 +01:00
mafiesto4
b5847eb0d6
Refactor material shaders generator to use modular features as extensions
2021-02-04 15:27:38 +01:00
mafiesto4
9e6243adcc
Refactor material shaders generator to use modular features as extensions
2021-02-04 14:58:01 +01:00
mafiesto4
2a3b6edf50
Refactor material shaders generator to use modular features as extensions
2021-02-04 10:43:04 +01:00
Richard
c8b0773661
Fixed a bug
2021-01-27 11:07:36 +11:00
Richard
6ef65734cd
Optimisied Blend Normal Node
...
I've also added a getNormalZero to get a normal that has zeroed out, i.e. it faces directly outwards from the face. This enables the user to not have to input a vector for either the Base or Additional Normal inputs and still get a result that is acceptable. This is handy if you want to "wash out" a normal.
2021-01-25 09:35:22 +11:00
jb-perrier
03eb39afe6
Bumping all copyright headers to 2021.
2021-01-02 14:28:49 +01:00
mafiesto4
6fb9eee74c
You're breathtaking!
2020-12-07 23:40:54 +01:00