Fixed dynamic shadows on Vulkan. Enabled PBR GGX for interaction shaders

This commit is contained in:
Robert Beckebans 2019-11-11 20:07:33 +01:00
parent e6960cb876
commit ab5b233e8e
9 changed files with 204 additions and 213 deletions

View file

@ -267,7 +267,12 @@ idCVar r_ldrContrastThreshold( "r_ldrContrastThreshold", "1.1", CVAR_RENDERER |
idCVar r_ldrContrastOffset( "r_ldrContrastOffset", "3", CVAR_RENDERER | CVAR_FLOAT, "" );
idCVar r_useFilmicPostProcessEffects( "r_useFilmicPostProcessEffects", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "apply several post process effects to mimic a filmic look" );
#if defined( USE_VULKAN )
idCVar r_forceAmbient( "r_forceAmbient", "0.15", CVAR_RENDERER | CVAR_FLOAT, "render additional ambient pass to make the game less dark", 0.0f, 0.4f );
#else
idCVar r_forceAmbient( "r_forceAmbient", "0.3", CVAR_RENDERER | CVAR_FLOAT, "render additional ambient pass to make the game less dark", 0.0f, 0.4f );
#endif
idCVar r_useSSGI( "r_useSSGI", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "use screen space global illumination and reflections" );
idCVar r_ssgiDebug( "r_ssgiDebug", "0", CVAR_RENDERER | CVAR_INTEGER, "" );