Commit Graph

24 Commits

Author SHA1 Message Date
Romain Guy
56682794d3 Update getTime() documentation 2020-06-16 13:14:48 -07:00
Romain Guy
6a0a2d965e Update documentation 2020-05-09 15:13:25 -07:00
Romain Guy
ddef5ec3c4 Change how emissive works (#2415)
Emissive was previously defined in exposure compensation stops, which
was confusing to many. It is now a value in nits, with the alpha
channel controlling how much the camera exposure affects the emissive.
At 0, the emissive value is just added to the final pixel color, at
1 the emissive value is multiplied by the exposure just like with
regular lights.

The intensity of the emissive property can be computed from an
exposure value (EV) easily with the following formula:

emissive.rgb = emissive.rgb * pow(2.0, EV - 3.0);

This formula is available as Exposure::luminance(float) already
in Filament.
2020-04-17 17:42:21 -07:00
Romain Guy
bf0dc32ee3 Change specularAmbientOcclusion from boolean to enum (#2352)
The user can now choose amongst 3 specular AO methods:
- None, specAO is off
- Simple, specAO is inferred from roughness and diffuse AO
- Bent normals, specAO is computed accurately from cone intersections

The last method is more expensive but produces the best results.

This change also fixes a few issues:
- Rename materialRefraction() and materialRefractionType() for
  consistency
- Fixes user time in shaders
2020-04-07 09:19:48 -07:00
Romain Guy
e6500a8b3b Update web docs 2020-03-31 18:07:40 -07:00
Ben Doherty
af47fa9b6d Fix incorrect twoPassesOneSide rendering with Metal (#2133) 2020-02-13 17:32:26 -08:00
Romain Guy
46090793a8 Fully document refraction properties 2020-02-05 17:45:03 -08:00
Romain Guy
503e66790b Docs fixup 2020-01-30 17:52:39 -08:00
Romain Guy
a8dc91c238 Update static version of Materials.md.html 2020-01-30 17:46:46 -08:00
Romain Guy
8380a87a6e Update HTML docs 2020-01-05 11:44:45 -08:00
Romain Guy
564e527ac7 Fix docs typo 2019-12-05 10:17:00 +01:00
Romain Guy
b0d116632c Add the ability to modify clip space coordinates in the vertex shader (#1704)
* Add the ability to modify clip space coordinates in the vertex shader

This introduces MaterialVertexInputs.clipSpaceTransform, a mat4 that
is applied to gl_Position before exiting the vertex stage.

* Address code review comments
2019-09-28 14:15:32 +03:00
Romain Guy
79292481b3 Update documentation 2019-09-26 16:31:55 +03:00
Philip Rideout
89c8e7c51a gltfio: support doubleSided in ubershader mode.
Fixes #1562
2019-08-28 13:01:05 -07:00
Romain Guy
6a8e6d45b5 Improve materials under white furnace test (#1563)
* Improve materials under white furnace test

Two major changes:
- Mobile target now implements a cheaper variant of the off specular
  peak bias (which moves the reflected vector towards the normal).
  This greatly helps with rough surfaces that may otherwise point
  toward a bright part of the IBL.
- The indirect diffuse love is now properly attenuated to avoid adding
  the energy reflected by the specular layer. This allows dielectrics
  to be correctly energy conserving under a white furnace.
- Tweak the (hacky) clear coat layer attenuation to behave properly
  under a white furnace.

* Use the same reflected vector modification everywhere
2019-08-28 10:39:57 -07:00
Romain Guy
ac33331fd6 Update documentation to fix typos 2019-08-23 10:58:08 -07:00
Romain Guy
8c299d7b0b Update documentation to fix #1336 2019-06-21 09:29:49 -07:00
Romain Guy
e1b773958f Add screen and multiply blending modes (#1241)
* Add screen and multiply blending modes

This change also fixes a sorting issue: different sorting modes
were sorted in different buckets which is incorrect. We want
to sort only by distance.

* Update release notes and Java API

* Fix build error
2019-05-30 10:17:16 -07:00
Romain Guy
0a5c068cb6 Switch specular AA to Tokuyoshi and Kaplanyan (#1218)
This replaces the previous "curvature to roughness" method. Both are related
and rely on the screen space variance of geometric normals but this new
solution offers more control (the screen space variance and the clamping
threshold can be controlled).
2019-05-23 12:56:26 -07:00
Romain Guy
0347fb0441 Add new material properties: specular/multiBounceAmbientOcclusion (#1198) 2019-05-18 14:30:08 -07:00
Romain Guy
23cdb56dcd Update static docs 2019-04-10 12:42:18 -07:00
Romain Guy
724e9abf96 Tweak specularGlossiness 2019-04-09 13:45:07 -07:00
Romain Guy
ab12d1d1bb Add postLightingColor property to materials (#1057)
* Add postLightingColor property to materials

This property can be used to modify the color computed in the lighting
passes of the materials. That color is blended with the computed color
according to the postLightingBlending option (add, transparent or opaque).

* Remove test

* Update docs

* Address code review comment

* Switch postLightingColor default blend mode to transparent
2019-03-29 10:02:07 -07:00
Romain Guy
923db48614 Add build command for Markdeep files (#919)
* Add build command for Markdeep files

build.sh -w can now be used to "rasterize" Markdeep .md.html files
to regular, static .html files. These files load faster and do not
suffer from an initial flash of uninitialized content.

This new command requires node, npm and nx to run puppeteer to
"rasterize" the Markdeep documents. This should eventually be
integrated in the actual build system to automatically re-generate
the HTML files when the Markdeep documents are edited.

* Remove unnecessary .gitignore file

* Change constant names for JS docs
2019-03-04 14:23:05 -08:00