what ssao do you use
I think it was this article from gamedev, where I took the original code from. But it has been quite some time so I don’t remember exactly.
I implemented simple screen space decals, but the code needs a bit cleanup. They are not projected by using an orthographic projection, but rather a unit size cube. When rendering the cube, it gets transformed back to object space. Then, since we have a unit length cube, we can calculate the texture coordinates by simply adding 0.5f to the coordinates.
is that the league of legends mountain drake?
I don’t remember where I downloaded the model, so I don’t know
Only had to add the following line to make everything work again in the latest MonoGame version
graphics.GraphicsProfile = GraphicsProfile.HiDef;
I will try to find some time on the weekend to write about the current state of implemented techniques / features of the renderer
Current implemented techniques / features are:
- Directional Lights
- Projective Lights
- Point Lights
- Capsule Lights
- Soft Particles
- Exponential Fog
- Lens Flare
- Scene Fringe
- Linear Depth
- Keyframe Animation
- Camera Shake
- Stereoscopic Rendering
- Sky Box
- Debug Shape Rendering
- Water Effect
- Fade Scene
- Dot Effect
- Gray Scale
- Median Filter
- Night Vision Effect
what parts of the gbuffer do you manipulate with POM? albedo & normal? Or depth too?
Only albedo and normal.
What is “EFog” ? Never saw this among: Distance Fog, Height Fog, Volume Fog, etc. Is it the vanilla fog ?
Perhaps not the best abbreviation… I should have named it Exponential Fog. Meaning the Fog gets thinner in greater height.