Wojtek Figat
0709288eac
Revert Depth Offset (wrong impl, can be done later)
2023-01-31 14:22:37 +01:00
Wojtek Figat
a219a3d2eb
Add **Depth Offset to materials**
2023-01-29 22:09:51 +01:00
Wojciech Figat
9626e9bbb6
Update copyright year
2023-01-10 15:29:37 +01:00
Wojtek Figat
a881c90b2e
Refactor engine to support double-precision vectors
2022-06-13 00:40:32 +02:00
Wojciech Figat
f7955a5c4e
Add support for custom location of Custom Global Code in generated material source code
2022-05-12 13:44:57 +02:00
Wojciech Figat
8c2241c6dc
Update copyright year
2022-01-14 13:31:12 +01:00
Wojtek Figat
96cd3e560c
Fix sampling particle position/velocity in material for emitters simulated in Local space
2021-03-05 13:58:16 +01:00
Wojtek Figat
327fa6718e
Refactor AssetsContainer
2021-02-26 15:40:44 +01:00
Wojtek Figat
312e4ad010
Merge branch 'master' into 1.1
...
# Conflicts:
# Source/Engine/Content/JsonAsset.h
# Source/Engine/Core/Config/Settings.h
2021-02-15 10:40:59 +01:00
Wojtek Figat
2a3b6edf50
Refactor material shaders generator to use modular features as extensions
2021-02-04 10:43:04 +01:00
Richard
6ef65734cd
Optimisied Blend Normal Node
...
I've also added a getNormalZero to get a normal that has zeroed out, i.e. it faces directly outwards from the face. This enables the user to not have to input a vector for either the Base or Additional Normal inputs and still get a result that is acceptable. This is handy if you want to "wash out" a normal.
2021-01-25 09:35:22 +11:00
Jean-Baptiste Perrier
03eb39afe6
Bumping all copyright headers to 2021.
2021-01-02 14:28:49 +01:00
Wojtek Figat
6fb9eee74c
You're breathtaking!
2020-12-07 23:40:54 +01:00