Work in progress
- Shadows: Cascaded (Directional Lights), Omnidirectional (Point Lights), Directional (Spot Lights)
- PostFX: Bokeh Depth of Field
- CPU side frustum culling
- Asset caching for shaders and textures
- Deserialization of render pass resources from a TOML file
- Auto-Exposure
- PostFX: Motion Blur, SSAO, Bloom, TAA, Color Grading, Pixel Sorting, Film Grain, Chromatic Aberration
- GPU Driven: Draw Indirect, Clustered Forward, Occlusion culling
- Raytracing: Soft Shadows, Reflections, Ambient Occlusion, Global Illumination
- Light Transport: Reference pathtracer, PBR, reflective shadow maps
- GPU Compute: Particles, Ocean, Terrain
- Volumetrics: God rays, clouds, fog
- Engine: Multithreadng, DirectStorage, Upscaling, Physics, Audio, Hot Reloading
CSM | Point | Spot |
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Bokeh DOF |
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