EveryRay-Rendering-Engine
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Robust real-time rendering engine on DX11, DX12 with many advanced graphical features for quick prototyping
make a modular system for rendering gizmos etc.
Some RenderingObjects (i.e., trees) might need "alpha-to-coverage" blend state (otherwise, Gbuffer has useless alpha geometry, GI is breaking a bit, etc). A possibility to set and read this flag from...
At the moment we only rely on the results of the main camera's culling. This is not accurate for shadow views: objects that are not visible in the main view...
After adding support for GPU indirect objects' rendering to light probes, I got a feeling that LODs > 0 might be skipped. The code seems correct and GPU culling seems...
When rendering to a light probe (i.e. specular), it is very noticeable that shadows are way too dark. Perhaps, a fake opacity value can be added to a probes-specific shader...
I remember them working correctly months ago but somehow they have disappeared from ImGui:/