nicer VXGI settings, updated reference screenshot

This commit is contained in:
ecker 2025-08-01 21:27:28 -05:00
parent 8ba6214cc4
commit 596affe488
5 changed files with 9 additions and 9 deletions

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@ -1,7 +1,7 @@
# Engine
<p align="center">
<img src="./docs/assets/program.win64.gcc.vulkan_2024-12-02_23-07-35.png" width="500px"></img>
<img src="./docs/assets/program.win64.gcc.vulkan_2025-08-01_21-24-59.jpg" width="500px"></img>
</p>
An unnamed, almost-entirely from-scratch, engine written in C++.

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@ -29,21 +29,21 @@
}
},
"vxgi": {
"limiter": 0,
// "limiter": 0.5,
// "limiter": 0,
"limiter": 0.0125,
"size": 192,
"dispatch": 16,
"cascades": 3,
"cascadePower": 1.5,
"granularity": 16,
"cascadePower": 2,
"granularity": 10,
"voxelizeScale": 1,
"occlusionFalloff": 2,
"traceStartOffsetFactor": 1,
"filtering": "NEAREST",
"filtering": "LINEAR",
"shadows": 0,
"extents": {
"min": [ -16, -16, -16 ],
"max": [ 16, 16, 16 ]
"min": [ -8, -8, -8 ],
"max": [ 8, 8, 8 ]
}
},
"rt": {

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@ -9,7 +9,7 @@ void pbr() {
// angle of outcoming light
const float cosLo = max(0.0, dot(surface.normal.eye, Lo));
const float Rs = 1.0; //4.0;
const float Rs = 4.0;
for ( uint i = 0, shadows = 0; i < MAX_LIGHTS; ++i ) {
#if BAKING

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