mafiesto4
bc36168318
Optimize Animated Model rendering with hardware instancing
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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
d181f8d726
Fix DDGI sampling when using non-directional lighting (eg. smoke particles or volumetric fog)
2026-05-31 12:29:52 +02:00
mafiesto4
7f370a7c5b
Add improvements to DDGI sampling and filtering in areas far from probes
2026-05-31 12:28:56 +02:00
mafiesto4
0f38fca0b1
Minor fixes
2026-05-30 14:28:28 +02:00
mafiesto4
92a0a40d16
Add Global SDF Overdraw debug mode for content optimizations
2026-05-20 16:20:45 +02:00
mafiesto4
fc8a9b69d2
Move new Temporal AA code to shared header
2026-05-12 17:09:21 +02:00
mafiesto4
0c1af2f243
Fix various rendering elements with Reversed Z enabled and simplify code
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#2684
2026-05-11 18:26:21 +02:00
mafiesto4
fb21ffd3be
Rename FLAX_REVERSE_Z macro to REVERSE_Z
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#2684
2026-05-08 10:52:46 +02:00
mafiesto4
241441d5b9
Merge branch 'reverse-z' of https://github.com/HydrogenC/FlaxEngine into HydrogenC-reverse-z
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# Conflicts:
# Source/Engine/Graphics/GPUDevice.cpp
# Source/Engine/Graphics/Materials/DeferredMaterialShader.cpp
# Source/Engine/Graphics/Materials/ForwardMaterialShader.cpp
# Source/Engine/Graphics/Materials/TerrainMaterialShader.cpp
# Source/Engine/Renderer/LightPass.cpp
# Source/Engine/Renderer/ReflectionsPass.cpp
# Source/Engine/Renderer/ShadowsPass.cpp
# Source/Shaders/SSR.hlsl
# Source/Shaders/ShadowsSampling.hlsl
# Source/Shaders/Sky.shader
2026-05-07 19:55:03 +02:00
mafiesto4
e7fd901807
Add improved fallback GI outside the DDGI range to use a special ambient probe for stability
2026-05-07 16:21:17 +02:00
mafiesto4
650fa781d3
Simplify shader code for point/spot lights to use permutations instead
2026-05-06 12:59:35 +02:00
mafiesto4
9c5daf419b
Fix default shadow depth bias values and control them based on shadow resolution/quality mix
2026-05-06 12:39:15 +02:00
mafiesto4
9a85ae7142
Add soft PCSS shadows on Ultra quality
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Add new `SourceAngle` property to Directional light that controls PCSS penumbra size
2026-05-06 12:37:42 +02:00
mafiesto4
fad0f7a345
Compact PCF shadow sampling code
2026-05-05 08:47:57 +02:00
mafiesto4
aac399c6a1
Add CascadeBlendSize to Directional Light and fix sun shadow fade at distance
2026-05-04 23:41:00 +02:00
mafiesto4
429f8e5336
Add highlight to Motion Vectors Debug view for better content optimizing
2026-05-04 16:43:41 +02:00
mafiesto4
24675ace93
Refactor Temporal Anti-Aliasing shader to have less ghosting and quality scalability
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Fix lots of ghosting artifacts.
Fix aliasing on small cables/lines during camera movement.
Add scalability via AA Quality setting for TAA.
2026-04-30 17:58:19 +02:00
mafiesto4
61431a6400
Optimize Global Surface Atlas defragmentation with copying old atlas to avoid redrawing all objects
2026-04-29 17:19:40 +02:00
mafiesto4
1d3d20e6c5
Add option to disable shadows on transparent material
2026-04-09 14:47:39 +02:00
mafiesto4
76fbeba67a
Fox NoPostFx debug view when using Linear Color Space
2026-04-07 12:01:45 +02:00
mafiesto4
862fc69460
Fix GBuffer debug view when using Lienar Color Space
2026-04-07 11:51:20 +02:00
mafiesto4
e501d10ac1
Add Start Distance to volumetric fog to match Exponential Fog more
2026-04-07 11:36:51 +02:00
mafiesto4
121ef2f244
Fix SSR mixing bug regression
2026-04-03 11:28:22 +02:00
mafiesto4
9f54bca831
Fix regression in HDR screen space reflections
2026-03-27 18:23:17 +01:00
mafiesto4
45a8d82a83
Merge remote-tracking branch 'origin/master' into 1.12
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# Conflicts:
# Content/Shaders/GI/DDGI.flax
# Content/Shaders/GUI.flax
# Flax.flaxproj
# Source/Editor/Windows/AboutDialog.cs
# Source/Engine/Serialization/Stream.cpp
# Source/Shaders/GUICommon.hlsl
2026-03-13 08:09:16 +01:00
mafiesto4
d2a03b90ec
Add another utility
2026-03-12 22:50:54 +01:00
mafiesto4
88587fb6a4
Add utility function to GUICommon.hlsl for MSDF fonts sampling in shaders
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#3944
2026-03-12 20:24:03 +01:00
mafiesto4
fc7abbf541
Merge branch 'flax-msdf-font' of https://github.com/fibref/FlaxEngine into fibref-flax-msdf-font
2026-03-12 16:25:55 +01:00
mafiesto4
e736048fab
Ensure probe count is never out of bounds
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#3963
2026-03-12 08:41:06 +01:00
mafiesto4
6d9d606085
Add UNITS_TO_METERS_SCALE to shader sources for world units scale
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#3907
2026-03-11 23:56:47 +01:00
mafiesto4
a94b9f9426
Merge branch 'fix-inverse-squ-light' of https://github.com/Tryibion/FlaxEngine into Tryibion-fix-inverse-squ-light
2026-03-11 23:35:19 +01:00
mafiesto4
22c88eb59d
Fix blocky terrain SDF
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#3975
2026-03-11 19:25:18 +01:00
mafiesto4
377d5c00aa
Add Compute shaders support to WebGPU
2026-03-04 21:27:42 +01:00
mafiesto4
ceebc68d18
Add ShaderProfileFeatures for more expendable shader feature sets
2026-03-04 16:55:04 +01:00
mafiesto4
b191d3918e
Fix rendering various visuals on WebGPU
2026-03-02 20:36:33 +01:00
mafiesto4
b36c757753
Fix WebGPU error when sampling depth texture in shader which requires explicit UnfilterableFloat sampler type
2026-02-26 16:59:25 +01:00
mafiesto4
7ea3fb1500
Fix shaders codebase to compile into WGSL
2026-02-24 17:56:14 +01:00
fibref
0f49503abd
add native MSDF font support for Render2D
2026-02-19 15:41:48 +08:00
mafiesto4
f12ad5c874
Add **Web platform with Emscripten**
2026-02-14 00:07:21 +01:00
mafiesto4
f045b5b6b6
Merge remote-tracking branch 'origin/master' into 1.12
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# Conflicts:
# Content/Editor/Camera/M_Camera.flax
# Content/Editor/CubeTexturePreviewMaterial.flax
# Content/Editor/DebugMaterials/DDGIDebugProbes.flax
# Content/Editor/DebugMaterials/SingleColor/Decal.flax
# Content/Editor/DebugMaterials/SingleColor/Particle.flax
# Content/Editor/DebugMaterials/SingleColor/Surface.flax
# Content/Editor/DebugMaterials/SingleColor/SurfaceAdditive.flax
# Content/Editor/DebugMaterials/SingleColor/Terrain.flax
# Content/Editor/DefaultFontMaterial.flax
# Content/Editor/Gizmo/FoliageBrushMaterial.flax
# Content/Editor/Gizmo/Material.flax
# Content/Editor/Gizmo/MaterialWire.flax
# Content/Editor/Gizmo/SelectionOutlineMaterial.flax
# Content/Editor/Gizmo/VertexColorsPreviewMaterial.flax
# Content/Editor/Highlight Material.flax
# Content/Editor/Icons/IconsMaterial.flax
# Content/Editor/IesProfilePreviewMaterial.flax
# Content/Editor/MaterialTemplates/Features/ForwardShading.hlsl
# Content/Editor/Particles/Particle Material Color.flax
# Content/Editor/Particles/Smoke Material.flax
# Content/Editor/SpriteMaterial.flax
# Content/Editor/Terrain/Circle Brush Material.flax
# Content/Editor/Terrain/Highlight Terrain Material.flax
# Content/Editor/TexturePreviewMaterial.flax
# Content/Editor/Wires Debug Material.flax
# Content/Engine/DefaultDeformableMaterial.flax
# Content/Engine/DefaultMaterial.flax
# Content/Engine/DefaultRadialMenu.flax
# Content/Engine/DefaultTerrainMaterial.flax
# Content/Engine/SingleColorMaterial.flax
# Content/Engine/SkyboxMaterial.flax
# Flax.flaxproj
# Source/Engine/Graphics/Materials/MaterialShader.h
# Source/Engine/Graphics/Materials/MaterialShaderFeatures.cpp
# Source/Engine/Renderer/RenderList.h
# Source/Shaders/Reflections.shader
# Source/Shaders/ReflectionsCommon.hlsl
# Source/Tools/Flax.Build/Bindings/BindingsGenerator.Cpp.cs
2026-02-11 00:20:38 +01:00
mafiesto4
ef551c36ae
Fix Forward shading to match Deferred in fog and reflections rendering
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#3717
2026-02-11 00:06:44 +01:00
mafiesto4
e851efa0a8
Fix applying AO twice for lighting in Forward shading and use correct specular occlusion on reflections
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#3717
2026-02-10 22:50:32 +01:00
mafiesto4
f105d6f84f
Fix SSR artifacts when ray goes towards the screen
2026-01-28 09:22:48 +01:00
mafiesto4
fa428e343b
Add dithering to Volumetric Fog to reduce aliasing
2026-01-28 08:39:56 +01:00
Tryibion
5d9d64e6e7
Fix missing scale for inverse squared setting for lights.
2026-01-27 22:10:22 -06:00
mafiesto4
a9bddfa784
Fix Volumetric Fog sampling to use the same code path for depth slices conversion
2026-01-27 23:24:47 +01:00
mafiesto4
f9b784a42a
Add improvements to Volumetric Fog quality and performance
2026-01-27 22:20:48 +01:00
mafiesto4
d47bd5d6e7
Fix small lights and small particles rasterization into Volumetric Fog
2026-01-27 21:00:20 +01:00
mafiesto4
e1013aec94
Add using medium shadow quality in Volumetric Fog for smoother shadowed lights scattering
2026-01-27 20:52:41 +01:00
mafiesto4
143d714037
Optimize Screen Space Reflections tracing with Hierarchical Z-Buffer
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Improve SSR resolve filter quality and adjust scalability.
2026-01-26 15:22:39 +01:00