My hobby renderer. The development is in progress.
At default setting, it renders Sponza.
- First version is based on and refered sample projects of ProjectAsura.
- Currently, I concentrate on developing various rendering passes and expressions.
- I postpone applying various optimizing techniques. Big techniques that ZPrePass, deferred rendering or some other thing, and smaller techniques.
- D3D12 application.
- All shaders are compiled as SM6.6 so far.
- Tested only on RTX3060. Not tested yet on Radeon.
- Multi render target base pass. (Scene color, depth, normal and metallic roughness).
- Forward renderer so far.
- Internal rendering resolution is fixed to 1920x1080 regardless of the window resolution so far.
- Direcitonal light with shadow map. (single shadow map so far)
- Spot lights with shadow map.
- Point lights without shadow map.
- Volumetric Fog
- Postprocess
- SSAO
- SSR
- Temporal AA (Optionary FXAA)
- Bloom
- Motion Blur
- Tonemap
Assets are from https://github.com/monguri/glTF-Sample-Viewer-Release. About their licenses, look that repositry.
tessellator.cpp and tessellator.hpp belong to Microsoft. About their licenses, confirm the Microsoft's license description.
- "Download zip"
- Execute Sample\project\x64\[Debug, Release]\Sample.exe
- You can operate camera by mouse.
- You must get project by git clone --recursive.
- "Download zip" does not include submodule.
- Build Sample\project\Sample.sln with Visual Studio 2022.
- SSGI
- Deferred rendering.
- Sky and cloud.
- Visibility map.
- Cascade shadow map. Point light shadow map.
- Some other optimizing techiniques.
- Vulkan support.
- etc.