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name: Deferred Shading
description: Deferred Shading, with HDR postprocessing and FXAA
sRGB: true
rendertargets:
GeometryBuffer:
attachments:
NormalsMaterial: RGBA_Float16
DiffuseAlbedo: RGBA_UInt8
ZBuffer: Depth32
ForwardBuffer:
attachments:
Color: RGBA_Float32
AOBuffer:
size: 0.5, 0.5
attachments:
Occlusion: R_UInt8
AOTemp1:
size: 1.0, 1.0
attachments:
Occlusion: R_UInt8
AOTemp2:
size: 1.0, 1.0
attachments:
Occlusion: R_UInt8
HDRBuffer:
attachments:
Color: RGBA_Float32
Depth: Depth32
FXAABuffer:
attachments:
Color: RGBA_UInt8
renderpasses:
Scene:
type: geometry
renderTransparent: false
renderOpaque: true
shaders:
- "DefaultDeferred.vert.spv"
- "DefaultDeferred.frag.spv"
output: GeometryBuffer
AO:
type: quad
parameters:
Pass.displayWidth: 0
Pass.displayHeight: 0
occlusionRadius: 1.0
occlusionSamples: 4
occlusionExponent: 2.0
maxDistance: 1.0
bias: 0.1
algorithm: 0
shaders:
- "FullscreenQuadFrustum.vert.spv"
- "HBAO.frag.spv"
inputs:
- GeometryBuffer
output: AOTemp1
AOBlurV:
type: quad
parameters:
Pass.displayWidth: 0
Pass.displayHeight: 0
Direction: 1.0, 0.0
Sharpness: 40.0
KernelRadius: 8
shaders:
- "FullscreenQuad.vert.spv"
- "HBAOBlur.frag.spv"
inputs:
- GeometryBuffer.ZBuffer
- AOTemp1
output: AOTemp2
AOBlurH:
type: quad
parameters:
Pass.displayWidth: 0
Pass.displayHeight: 0
Direction: 0.0, 1.0
Sharpness: 40.0
KernelRadius: 8
shaders:
- "FullscreenQuad.vert.spv"
- "HBAOBlur.frag.spv"
inputs:
- GeometryBuffer.ZBuffer
- AOTemp2
output: AOBuffer
DeferredLighting:
type: lights
renderTransparent: true
renderOpaque: false
depthWriteEnabled: false
depthTestEnabled: false
shaders:
- "DeferredLighting.vert.spv"
- "DeferredLighting.frag.spv"
inputs:
- GeometryBuffer
- AOBuffer
output: ForwardBuffer
parameters:
debugLights: 0
reflectanceModel: 0
Global.displayWidth: 0
Global.displayHeight: 0
ForwardShading:
type: geometry
renderTransparent: true
renderOpaque: false
blitInputs: true
shaders:
- "DefaultForward.vert.spv"
- "DefaultForward.frag.spv"
inputs:
- ForwardBuffer.Color
- GeometryBuffer.ZBuffer
output: HDRBuffer
HDR:
type: quad
shaders:
- "FullscreenQuad.vert.spv"
- "HDR.frag.spv"
inputs:
- HDRBuffer.Color
output: FXAABuffer
parameters:
TonemappingOperator: 0
Gamma: 1.8
Exposure: 10.0
WhitePoint: 11.2
FXAA:
type: quad
shaders:
- "FullscreenQuad.vert.spv"
- "FXAA.frag.spv"
parameters:
activateFXAA: 1
showEdges: 0
lumaThreshold: 0.125
minLumaThreshold: 0.02
mulReduce: 0.125
minReduce: 0.0078125
maxSpan: 8.0
Global.displayWidth: 0
Global.displayHeight: 0
inputs:
- FXAABuffer
output: Viewport
qualitySettings:
Low:
AO.occlusionSamples: 0
FXAA.activateFXAA: 0
AO.shaders:
- "FullscreenQuadFrustum.vert.spv"
- "SSAO.frag.spv"
Medium:
AO.occlusionSamples: 8
FXAA.activateFXAA: 1
AO.shaders:
- "FullscreenQuadFrustum.vert.spv"
- "SSAO.frag.spv"
High:
AO.occlusionSamples: 4
FXAA.activateFXAA: 1
AO.shaders:
- "FullscreenQuadFrustum.vert.spv"
- "HBAO.frag.spv"
Ultra:
AO.occlusionSamples: 8
FXAA.activateFXAA: 1
AO.shaders:
- "FullscreenQuadFrustum.vert.spv"
- "HBAO.frag.spv"