"README.md" did not exist on "cc86506d36c4095a2bc4117894d02eeaaf1351f5"
Improve pipeline Light input
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@@ -62,7 +62,7 @@ Get the shadow amount at the fragment, in a range of 0 to 1. Usually applied to
@@ -74,8 +74,10 @@ LightData light = getLight(i);
These values can then be used with any point light shading model. A good fit is the GGX implementation in `glow-extras-material`, as can be seen in the RenderingPipeline sample. Note that `roughness` is a required argument for the area normalization for sphere- and tube lights, matched for a GGX-like interpretation of roughness (from UE4's shading model).
@@ -155,7 +157,7 @@ A fragment shader is optional, but can be added to discard fragments.
@@ -164,17 +166,28 @@ All of the possible runtime pipeline configuration is encompassed by the `Render
Since the pipeline uses a clustered forward renderer, a rather large number of lights can be evaluated at reasonable performance. All lights in the `RenderScene` are assigned to the clusters of the camera frustum and made accessible to the fragment shaders of the opaque pass. The pipeline exclusively supports tube lights, which degenerate to sphere- and point lights whenever needed. The `Light` struct provides constructors for all three types accordingly.
Since the pipeline uses a clustered forward renderer, a rather large number of lights can be evaluated at reasonable performance. All lights are assigned to the clusters of the camera frustum and made accessible to the fragment shaders of the opaque pass. The pipeline internally only uses tube lights, which degenerate to sphere- and point lights whenever needed.