Skip to content

Lucky4Luuk/lux_shader

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

35 Commits
 
 
 
 
 
 

Repository files navigation

lux_shader

Credits

I have taken and modified bits of code from BruceKnowsHow's Octray program, related to voxelization. The entire voxelization was implemented by Spheya however. Thanks!

TODO

  • Refraction in composite.fsh. Downside is that we have to get rid of the pixels we calculated before, wherever refraction needs to happen
  • In the GI step, sample the skybox, for nice soft shadows (sun has a size) and better sun contribution
  • Invalidate old GI samples based on depth to remove lots of artifacting
  • Implement a proper lighting model
  • Implement reflection (and possibly refraction)
  • Implement different block types
  • Denoise the GI samples stored
  • Compose all passes correctly, so entities and such are still visible

Notes

Voxelization

Voxelization is done in the shadow pass.

Raytracing

Raytracing is done in the deferred pass.

LOD

In both the voxelization as well as the raytracing itself, there is mention of a variable called LOD. Essentially, it jumps up a LOD when there's no voxels in the current "voxel" checked. This means that, the bigger the LOD, the bigger area is evaluated. The way it's voxelized makes this possible. If there is a voxel inside the volume checked, it will go down a LOD and trace further.

About

No description, website, or topics provided.

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages