Added new bidirectional reflectance distribution functions
Ashikhmin-Shirley and Ward BRDFs were added, as well as spheres mapped with PBR material samples from Free PBR Materials to serve as a more efficient way of comparing different lighting models. The default BRDF is now Cook-Torrance with GGX normal distribution and geometric shadowing terms, since it seems to be the most popular, appearing in Unreal Engine 4, Unity 5 and most modern games that implement a physically based rendering pipeline. Some lighting and post-processing parameters have been updated to reflect this change. Blending of cubemap reflections with screen space reflections has also seen improvements.
Update v1.8.1
- Upgraded the build environment to Visual Studio 2017 - now requires the Microsoft Visual C++ Redistributable for Visual Studio 2017 for x86 or x64 systems
- Removed DirectX 9 runtime libraries from the binaries folder - now requires the DirectX End-User Runtimes (June 2010)
- Fixed a bug where closing the window would sometimes not terminate the process
- Made the HUD rendering system triple buffered to minimize stalls and frame spikes
- Added color correction through the use of a 3D color lookup texture
- Added anamorphic bokeh effect as an option (disabled by default)
- Fix for some lens flare issues on certain resolutions
Update v1.8.1.1
- Updated some rendering parameters for lighting, tone mapping, bloom, film grain and color correction
- Application now defaults to borderless window mode