Screen Space Reflections and GPU profiling
Version 1.7.0 includes the following features and fixes:
- Screen space reflection technique based on the work of Morgan McGuire and Michael Mara, found here
- Tuned some textures to better take advantage of SSR
- Optimized shaders that use downsampled depth buffers
- Noise from indirect lighting was removed by using low frequency normals (vertex normals, actually)
- Bloom is no longer applied to volumetric lighting effect
- Real time GPU timings for each rendering pass in the HUD
Update v1.7.1 - more prominent light shafts
- Added some geometry meant to interact with the volumetric lighting effect (grill above)
- Removed lens distortion effect due to blurring
- SSR no longer reflects sun and sky
Update v1.7.1.1
- Fixed a bug when switching between lighting models
Update v1.7.2
- Added support for infinite projection matrix as per this paper and added an artist parameter to toggle its usage
- Fixed an issue where some combinations of camera, light and surface normal angles would cause a division by zero, leading to severe visual artifacts from NaN propagation
- FXAA is now applied only on edges (depth based edge detection) so as to minimize texture blurring
- Implemented support for borderless windowed mode
- Volumetric fog color is now an artist parameter
- Adjusted default artist parameters for various effects