Releases: Moguri/panda3d-simplepbr
Releases · Moguri/panda3d-simplepbr
v0.12.0
- Use a constant shadow bias and switch shadows to using front faces
- Add support for calculating the blue/Z channel of a normal map in the shader
- Fix IBL reflection vector (was using view-space vector instead of world-space)
- Fix 330 shaders being used when not requested
- Some fixes for WebGL (GLSL ES)
- Fix duplicate definition in
tonemap.frag
that could cause compile errors - Fix potential compile issue with non-330 shaders when calculating shadow contributions
- Explicitly disable sRGB for HDR framebuffer
- Fix IBL lagging behind by a frame
v0.11.2
v0.11.0
- Add support for post-tonemap, SDR, color LUT transform
- Add support for using HDR cubemaps for IBL diffuse and specular
- Add
simplepbr
DirectNotify
category to provide better control over logging - Add type annotations and mark package as being typed
- Add
simplepbr.utils.make_sky_box()
to create a skyboxNodePath
from a cubemap texture - Add support for setting initial Pipeline parameters from PRC config variables
- Default
enable_shadows
to True - Fix using
texture2D/3D()
instead oftexture()
when using GLSL 330 shaders - Fix error when a
DisplayRegion
is missing a camera - Fix shadows being delayed by a frame
- Fix
TextNode.set_text_color()
not working - Fix possible divide-by-zero in Smith GGX visibility function (fixes some visual artifacts)
- Fix metallics not responding to ambient lighting
- Fix possible shader compile error for duplicate defines
- Fix objects rendering black if they do not have a material (there is now a default material)
- Fix
ShowBase.set_background_color()
not working aftersimplepbr.init()
v0.10
- Fix normals when using hardware skinning
- Fix hardware skinning when using GLSL 120 shaders
- Stop enabling the auto shader on TextNodes
- Improve performance of get_all_casters()
- Fix gl_FragColor warnings for shadow and tonemap shaders
- Bundle shaders into a shader.py module when building wheels
v0.9
v0.8
- Add light attenuation
- Allow updating
render_node
,window
, andcamera_node
properties after setup - Add
use_330
option to control using GLSL 330 shaders instead of GLSL 120 - Support texture transforms
- Add hardware skinning
- Enabled by default on OpenGL 3.2+ capable hardware
- Can be controlled with
use_hardware_skinning
option
Note: Panda3D 1.10.8+ is now required
v0.7
- Fixes for shader/rendering artifacts
- Clamp NdotL and NdotV to 0.0
- Fix GGX/Trowbridge-Reitz equation for normal distribution function
- Fix normalization of normal vector in the fragment shader
- Optimizations
- Use a dedicated shadow shader to avoid expensive PBR functions (mostly helps Intel)
- Remove Fresnel term from diffuse (i.e., use simple Lambertian)
- Use Spherical Gaussian approximation in the Fresnel equation
- Automatically enable auto shader on TextNodes found in the scene graph (fixes TextNode rendering)
v0.6
v0.5
- Name structs to improve compatibility with Intel drivers
- Support p3d_ColorScale (modifies the base color)
- Allow users to set an exposure value
- Allow changing max_lights, use_normal_maps, msaa_samples, and exposure at runtime
- Add basic shadow map support for DirectionalLight and Spotlight (NOTE: This breaks if a PointLight is present, and must be explicitly enabled)
- Add exponential fog (must be explicitly enabled since fog density does not default to 0)