Releases
v0.2.0
Added
Emissives support
Probe-based cache for multibounce GI
Multibounce specular GI
Order-independent transparency
Procedural sky
Jittered shadows for screenshots
Autoexposure
GTAO
Bloom
Chromatic aberraction
Motion blur
Diffuse/specular light influence flags
Ability to skip multi_compile shader combinations
Approximate LTC portal lights
Spotlight support
HDRI light (without NEE for now)
Gaussian and Blackman-Harris image filters
Visibility flags
Backside material support
Gamma parameter for tonemapping
GLTF meshes conversion
Small-scale screen space shadow
Fixed
Shadow BVH flickering
TAA flicker at high exposure
Missing subgroup extensions support check
Non-bindless OpenGL mode
Incorrect GPU timestamps
Specular shimmering
AMD/Arc issues loading sponza scene
Cascaded shadow bugs
Artifacts on mirror surfaces
SSR black contours
Material override only working on unique meshes
Imprecise default normalmap
Incorrect specular denoising reprojection (OGL only)
Incorrect normal transform in RT shaders
Incorrect streaming of non-mipmapped textures
Changed
Depth buffer uses reversed Z
Improved blur-based denoising
Better VNDF sampling is used for GGX
Improved PCSS shadow filtering
Catmull-Rom filter is used for TAA
Velocity buffer is 2.5D now (3 channels)
Simpler shading is used in RT shaders
Improved memory-level aliasing is used for FG resources
Faster SWRT
Separate debug version of shaders is used in debug mode
Alpha test uses separate texture masks
Texture LOD bias is used for TAA compensation
Removed
SPIRV OpenGL support
Smooth texture LOD transition
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