XFramework
DirectX 12,Tile-based deferred shading,Dynamic resolution,Order-independent transparency,PBR,HDR,SSR,Nvidia:HBAO,SMAA
Install / Use
/learn @sevecol/XFrameworkREADME
XFramework
DirectX 12,Tile-based deferred shading,Dynamic resolution,Order-independent transparency,PBR,SSR,HDR,Nvidia:HBAO,SMAA
OIT Grass Rendering:
1 PixelShader Link Compute AlphaBlend,Compute Shader total
2 Weighted Blended

HDR:
1 ComputeShader Compute Luminance
2 PixelShader ToneMapping

TiledBase DS:
Use ComputeShader cull light,shading
POM:

PBR:

SMAA:

SSR:

RealTime GI,VoxelConeTracing:
1:normal render
2:voxel render

AreaLighting:
with shadow,using voxel cone tracing compute shadow.
http://jsfiddle.net/hh74z2ft/69/
Nvidia:HBAO,use nvidia's lib

Dof:
Blur:ComputeShader linear time GaussianBlur use box filter

MotionBlur:
CameraMotionBlur:
ObjectMotionBlur:

Sky:A Practical Analytic Model for Daylight

Scattering(volumetricLighting):whit shadowmap

Ocean:

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