Simple Alternative to Clustered Shading for Thousands of Lights
Temporal Reprojection and SAO
Shaders:
Tone mapping
Deep G-Buffers for Stable Global Illumination Approximation
Screen-Space Ambient Occlusion by Unsharp Masking of the Depth Buffer
Temporal Reprojection and SAO
Shaders:
Tone mapping
Deep G-Buffers for Stable Global Illumination Approximation
Screen-Space Ambient Occlusion by Unsharp Masking of the Depth Buffer
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