AnyOldName3
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66a114d6ec
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Fix a couple of warnings
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2018-02-27 14:15:06 +00:00 |
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AnyOldName3
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f9cf1ac94b
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Separate indoor and outdoor shadow casting masks.
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2018-02-27 00:13:51 +00:00 |
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AnyOldName3
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35eb71052e
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Tidy up the shadow manager
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2018-02-26 23:52:46 +00:00 |
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AnyOldName3
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882b63cba9
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Make split point control parameters configurable with the new shadow technique.
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2018-02-26 23:00:46 +00:00 |
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AnyOldName3
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e233dae1cd
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Hook up the new shadow technique
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2018-02-26 22:27:09 +00:00 |
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AnyOldName3
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02d0ee3485
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Rename old shadow class to shadow manager
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2018-02-26 14:29:31 +00:00 |
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AnyOldName3
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9ec59783ba
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Add basic support for distant terrain CLSB
(cherry picked from commit 0f9dc3e65b72e6fff762f7a0933bae6f861e5fd4)
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2018-02-23 23:37:04 +00:00 |
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AnyOldName3
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cb6767b4fc
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Move the declaration of ComputeLightSpaceBounds to the header so that it can be accessed from other compilation units.
(cherry picked from commit 8ac4fb208897a18da4934dd6f2fe84560b44ba9d)
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2018-02-23 23:35:01 +00:00 |
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AnyOldName3
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6251e0519e
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Use CLSB results to reduce maximum shadow map distance when sensible.
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2018-02-23 23:31:53 +00:00 |
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AnyOldName3
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9f20aaccfb
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Add some more advanced settings to control shadows.
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2018-01-25 16:08:34 +00:00 |
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AnyOldName3
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c3e0398d1c
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Add settings
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2017-12-27 02:32:17 +00:00 |
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AnyOldName3
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c192c851db
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Make disabling shadows disable their performance impact, too.
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2017-12-26 23:51:50 +00:00 |
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AnyOldName3
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8957c92a36
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Switch to a more industry-standard shadow map splitting scheme
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2017-12-17 00:52:10 +00:00 |
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AnyOldName3
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7cce2d6f87
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Implement a more sensible shadow map cascading system
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2017-12-12 22:37:40 +00:00 |
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AnyOldName3
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98cd9fc144
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Add preliminary support for global shader defines.
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2017-11-22 20:07:07 +00:00 |
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AnyOldName3
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e201e359a9
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Move Shadow to Components
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2017-11-08 01:44:49 +00:00 |
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